Selendrile teaches xHoudinii the basic 5 :D

Nathan

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Well done, pretty easy technique to use; nothing really to add for this technique, so moving on!

(Konoha Gōriki Senpū) - Leaf Strong Whirlwind
Rank: B
Type: Attack
Range: Short
Chakra Cost: N/A
Damage Points: 40
Description: A taijutsu using a combination of speed and power. The essence of this technique is concentrated in a spinning back kick, with such speed that makes it hard to follow the user's movement, smashing his enemy with overwhelming strength. This is a more Powerful leaf great whirlwind.

So using speed and power, I want you to run up to my clone and perform a very simple spinning back kick. You will do it so that it is so fast that it takes the target time to follow your movements, you could feint and use this.
 

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Well done, pretty easy technique to use; nothing really to add for this technique, so moving on!

(Konoha Gōriki Senpū) - Leaf Strong Whirlwind
Rank: B
Type: Attack
Range: Short
Chakra Cost: N/A
Damage Points: 40
Description: A taijutsu using a combination of speed and power. The essence of this technique is concentrated in a spinning back kick, with such speed that makes it hard to follow the user's movement, smashing his enemy with overwhelming strength. This is a more Powerful leaf great whirlwind.

So using speed and power, I want you to run up to my clone and perform a very simple spinning back kick. You will do it so that it is so fast that it takes the target time to follow your movements, you could feint and use this.
This is a good offensive technique, its quite fast and strong. The spinning nature of the kick makes it a bit unpredcitable on where exactly the hit will land. It can easily be used at the beginning of a combo to throw your opponent off or to kick them into the air, while it can also be used to finish a combo, kicking them away and doing a good deal of damage.

The spinning nature of this technique however could leave you a bit vulnerable, as you cannot immediately stop your momentum. The opponent could take advantage of this and counter attack you while you were spinning. This technique can easily be countered by dodging it, the spin would give away the attack slightly so the opponent knows that it is coming. While if they dodge the actual kick then you are open, off balance for the opponent to strike. Blocking this technique however is not quite as good, as even if you block it the raw power this technique holds means that you will be knocked or pushed bck several meters after the hit lands.

Overall I think its a good technique but it needs to be used correctly. Using it wrong would turn it into a liability and could actually lead to you being countered by your opponent.
 

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Impressive as always.

(Hien) - Flying Swallow
Rank:B
Type:Attack
Range:Short
Chakra Cost: 20
Damage Points: 40
Description: An addition-line technique that augments the killing power of a blade like a kunai or sword by flowing chakra into it. The materialised chakra is shaped like a blade, cutting up everything it touches. It is also possible to alter the attack range of the weapon by adjusting the amount of chakra put into the blade. Seeing through the movements is said to be a Herculean task. The density of the chakra is so high it becomes visible. It not only raises the power of the weapon, but simultaneously turns oneself into a blade as well. The chakra-enhanced blades are strong and sharp enough to strike through solid rock or cut through iron (C rank or below). The user slashes then in a fury of punches of a 18 hit combo.

I'll let you do the talking with this one. ;D
 

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Impressive as always.

(Hien) - Flying Swallow
Rank:B
Type:Attack
Range:Short
Chakra Cost: 20
Damage Points: 40
Description: An addition-line technique that augments the killing power of a blade like a kunai or sword by flowing chakra into it. The materialised chakra is shaped like a blade, cutting up everything it touches. It is also possible to alter the attack range of the weapon by adjusting the amount of chakra put into the blade. Seeing through the movements is said to be a Herculean task. The density of the chakra is so high it becomes visible. It not only raises the power of the weapon, but simultaneously turns oneself into a blade as well. The chakra-enhanced blades are strong and sharp enough to strike through solid rock or cut through iron (C rank or below). The user slashes then in a fury of punches of a 18 hit combo.

I'll let you do the talking with this one. ;D
^_^

This is a simple but useful technique used to make your weapons that much deadlier. You can use this to empower them, flowing chakra into your sword/kunai and thus making them overpower regular weapons. You can also manipulate the chakra so that it extends, effectively making your weapon much longer and more difficult to dodge.

Extending the weapons range is especially useful if timed correctly. For example you can use it mid attack on your opponent, you attempt to cut them, then dodge and as you swing you extend the range so they are still in range of the attack. Its difficult to directly counter this technique since its more of an empower jutsu then a direct attack. Though the simplest way I can think of is to block the attack and step in closer to your opponent. By doing so all that extra range is negated and they no longer have an advantage over you while you also open up their guard as you block and step in.

The main disadvantage I find with this technique is that you have to keep contact with the weapon and keep the chakra supply constant for it to be empowered. Lose contacct with the weapon and the chakra will fade and no longer make it stronger.

Overall I think this is a pretty good and useful technique. It can be used as a quick surprise that can catch your opponent off guard as they are dodging or blocking. While it can also make a kunai as deadly if not more than a regular sword.
 

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Awesome. O_O

(Toripuru Dainamikku Entorii) -Triple Dynamic Entry
Rank:B
Type:Attack
Range:Short
Chakra Cost:N/A
Damage Points: 40
Description: The user uses Dynamic Entry on the opponent and then appears behind them to use it again. They are blasted into the air where they use a third Dynamic Entry to knock the enemy to the ground with great force and speed.

Do the same again, this is just like Dynamic Entry; but once you use it once you reappear behind the target, as they are sent into the air; then use another one to knock your target on the ground with great force. Seems rather straight forward, would be hard to pull off though.
 

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Awesome. O_O

(Toripuru Dainamikku Entorii) -Triple Dynamic Entry
Rank:B
Type:Attack
Range:Short
Chakra Cost:N/A
Damage Points: 40
Description: The user uses Dynamic Entry on the opponent and then appears behind them to use it again. They are blasted into the air where they use a third Dynamic Entry to knock the enemy to the ground with great force and speed.

Do the same again, this is just like Dynamic Entry; but once you use it once you reappear behind the target, as they are sent into the air; then use another one to knock your target on the ground with great force. Seems rather straight forward, would be hard to pull off though.
This technique is rather staright forward and obvious. Itd mostly be used at the end of a combo just to finish it off. The first kick would be able to land at least semi-consistently, but the two following kicks leave a gap inbetween each one as you move behind the opponent again. Thus giving them an oppourtunity to either dodge or counter at that time.

However kicks are good in the way that one launches the opponent into the air leaving them open and vulnerable and the final kick slams them into the ground, doing a good bit of extra damage. The kicks are also from the opponents blind spot, meaning that if used correctly that the opponent will have almost no idea that it is coming, though that still doesn't negate that the combo in its entirety will be hard to pull off.

If you can dodge any of the kicks as the opponent approaches you then that will leave them quite open as they sail past you through the air. Blocking it however would not be as good as they could simply appear behind you after you blocked the first kick.

Overall I think this technique is a little hard to pull off and too niche to be really of use in a battle.
 

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In reply to your VM, only cause you were my old senpai.

(Konoha Shippūdan) - Leaf Hurricane Bullet
Rank: B
Type: Attack
Range: Short
Chakra cost: N/A
Damage points: 40
Description: The user will launch a succession of high and low kicks dealing a several continuous kicks to the chest region alternating between both legs.

Simple enough, get close and perform a rapid succession of low and high kicks, changing from each leg from time to time, aim for the chest section.

(Doroppu Kikku) - Drop Kick
Rank: B
Type: Offensive
Range: Short
Chakra cost: N/A
Damage points: 40
Description: The user will jump into the air or be airbourne and delivers a powerful drop kick that sends the opponent flying.

Do I really need to explain this one? Simple drop kick, that sends your target flying.
 

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This is... MY THREAD. HOW DARE YOU?!? :dafq:
Lol sorry Selena :p

In reply to your VM, only cause you were my old senpai.

(Konoha Shippūdan) - Leaf Hurricane Bullet
Rank: B
Type: Attack
Range: Short
Chakra cost: N/A
Damage points: 40
Description: The user will launch a succession of high and low kicks dealing a several continuous kicks to the chest region alternating between both legs.

Simple enough, get close and perform a rapid succession of low and high kicks, changing from each leg from time to time, aim for the chest section.

(Doroppu Kikku) - Drop Kick
Rank: B
Type: Offensive
Range: Short
Chakra cost: N/A
Damage points: 40
Description: The user will jump into the air or be airbourne and delivers a powerful drop kick that sends the opponent flying.

Do I really need to explain this one? Simple drop kick, that sends your target flying.
Leaf Hurricane Bullet

This seems like a good and useful technique, it isn't specific about how exactly it has to be used so it leaves room for flexibility and versatility. The flurry of kicks can be easily slotted into a combo or even used to begin or end one. Depending on where and how you kick your opponent you can do several things, kicking him in the stomach could wind him and knock him over or kicking him in the chest could be used as a more of a push kick to put distance between you.

The switching of the legs you attack with in mid combo is good, since it allows you to continue the chain unbroken while also mixing up the attack pattern a bit, making it harder to counter. The only real disadvantage I see for this technique is that it specifies that you attack the chest region. Limiting its options since you can't attack the head or legs. Attempting to dodge this technique would prove difficult I think, since after dodging one the opponent can easily follow with another kick or even switch legs and attack you from a different angle. That leaves blocking as the better option as you could attempt to block the kicks and even catch the leg as it strikes you.

Overall I like this technique and think that its pretty useful. Its versatile and can be used in many situations, while its also very good if used right.


Drop Kick

This technique however does not seem quite as useful. You have to be airborne or jump before you use it, which leaves more time for the opponent to counter. I feel that this would be more of a combo finisher, use one of the many techniques that can launch your opponent into the air, then jump and kick them back into the ground with great force. Knocking them away is useful if you want to put distance between you but you would rarely want to do that unless your already at a disadvantage, if you were at a disadvantage and jumped to try to use this technique then you would just be leaving yourself more open.

I think that this technique is much easier to dodge rather than block. Blocking a kick with that much force behind it would not end well since it would either break the block or do a good deal of damage to your arms. Dodging this however would go quite well since if dodged, the momentum from falling with a kick like that would not allow the opponent to change directions quickly, meaning that they would be quite open to a counter attack.

Overall I don't really like this technique, it has quite limited uses and its best point would be to end a combo while in mid air. It has a good bit of power but that doesn't make up for its lack of flexibility.
 

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Alright there are new canon techniques that I need to teach you. You're welcome.

(Kodzuku) Punch
Type: Offensive
Rank: D
Range: Short
Chakra: N/A
Damage: 20
Description: One of the simplest moves in Taijutsu, the user will simply use one of his hands to deliver a simple punch by clenching his fist and swinging his arm. The user is free to do variations of a basic frontal punch and the technique though simple, can be deadly for strong users.

(Hirateuchi) Slap
Type: Offensive
Rank: D
Range: Short
Chakra: N/A
Damage: 20
Description: One of the simplest moves in Taijutsu, the user will simply hit the opponent with an open hand, slapping him. It can also be used for defensive purposes to slap incoming limbs or weapons.

(Kikku) Kick
Type: Offensive
Rank: D
Range: Short
Chakra: N/A
Damage: 20
Description: One of the simplest moves in Taijutsu, the user will simply hit the opponent with a kick from one of his legs. He is free to choose simple variations of the kick and the stronger he is, the more dangerous the technique is.

(Fōringu Hōyō) Falling Embrace
Rank: D
Type: Offensive
Range: Short
Chakra cost: N/A
Damage points: 20
Description: The user runs at the enemy and tackles them, slamming them into the earth.

I don't want you to perform any of these super simple moves. Any questions about them?
 

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Alright there are new canon techniques that I need to teach you. You're welcome.

(Kodzuku) Punch
Type: Offensive
Rank: D
Range: Short
Chakra: N/A
Damage: 20
Description: One of the simplest moves in Taijutsu, the user will simply use one of his hands to deliver a simple punch by clenching his fist and swinging his arm. The user is free to do variations of a basic frontal punch and the technique though simple, can be deadly for strong users.

(Hirateuchi) Slap
Type: Offensive
Rank: D
Range: Short
Chakra: N/A
Damage: 20
Description: One of the simplest moves in Taijutsu, the user will simply hit the opponent with an open hand, slapping him. It can also be used for defensive purposes to slap incoming limbs or weapons.

(Kikku) Kick
Type: Offensive
Rank: D
Range: Short
Chakra: N/A
Damage: 20
Description: One of the simplest moves in Taijutsu, the user will simply hit the opponent with a kick from one of his legs. He is free to choose simple variations of the kick and the stronger he is, the more dangerous the technique is.

(Fōringu Hōyō) Falling Embrace
Rank: D
Type: Offensive
Range: Short
Chakra cost: N/A
Damage points: 20
Description: The user runs at the enemy and tackles them, slamming them into the earth.

I don't want you to perform any of these super simple moves. Any questions about them?
Nope theyre all really simple, no questions :)
 

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Good.

Next set:

(Shubi Kurēn) Defensive Crane
Type: Defensive/Offensive
Rank: C
Range: Short
Chakra: N/A
Damage: 30
Description: A very advanced and complex defensive form, the Defensive Crane allows the user to divert the path of incoming attacks with the back of his hands, using circular and wide movements that expand outwards. He can intercept weapons or incoming taijutsu attacks. The technique is best used when facing an opposing Taijutsu move by diverting the incoming limb to one side and combo the defensive stance with an attack, exploiting the opening created.

(Appākatto) Uppercut
Rank: C
Type: Offensive
Range: Short
Chakra cost: N/A
Damage points: 30
Description: The user strikes the enemy with a powerful rising uppercut, sending him hurling backwards.

(Daburufisuto) Double Fist
Rank: C
Type: Offensive
Range: Short
Chakra cost: N/A
Damage points: 30
Description: The user punches the target with both fist into the chest with enough force to knock him down or send him flying backwards.

(Tsumazuki Tātoru) Stumbling Turtle
Rank: C
Type: Offensive
Range: Short
Chakra cost: N/A
Damage points: 30
Description: The user kicks the enemy in the knee, causing him to stumble in his movement and fall to the earth. If used with a chakra enhanced kick, the user can break the leg of the enemy with this.

(Tomoenage) Monkey Flip
Rank: C
Type: Offensive
Range: Short
Chakra cost: N/A
Damage points: 30
Description: The user grabs the enemy by his shirt and falls backwards, using his weight to produce all the momentum. The user will put one or both of his legs into the targets body, extending them in the correct moment, propelling the enemy backwards, upside down across the battle field.

(Rīfu Shitamuki) Leaf Downwards Crash
Rank: C
Type: Offensive
Range: Short
Chakra cost: N/A
Damage points: 30
Description: The user swings low and performs a leg sweep. As he causes the enemy to fall, he jumps upwards and draws his legs in his chest, and then extends them swiftly, stomping him in the chest with great force

Perform the first one and the last three, please.

Questions?
 

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Good.

Next set:

(Shubi Kurēn) Defensive Crane
Type: Defensive/Offensive
Rank: C
Range: Short
Chakra: N/A
Damage: 30
Description: A very advanced and complex defensive form, the Defensive Crane allows the user to divert the path of incoming attacks with the back of his hands, using circular and wide movements that expand outwards. He can intercept weapons or incoming taijutsu attacks. The technique is best used when facing an opposing Taijutsu move by diverting the incoming limb to one side and combo the defensive stance with an attack, exploiting the opening created.

(Appākatto) Uppercut
Rank: C
Type: Offensive
Range: Short
Chakra cost: N/A
Damage points: 30
Description: The user strikes the enemy with a powerful rising uppercut, sending him hurling backwards.

(Daburufisuto) Double Fist
Rank: C
Type: Offensive
Range: Short
Chakra cost: N/A
Damage points: 30
Description: The user punches the target with both fist into the chest with enough force to knock him down or send him flying backwards.

(Tsumazuki Tātoru) Stumbling Turtle
Rank: C
Type: Offensive
Range: Short
Chakra cost: N/A
Damage points: 30
Description: The user kicks the enemy in the knee, causing him to stumble in his movement and fall to the earth. If used with a chakra enhanced kick, the user can break the leg of the enemy with this.

(Tomoenage) Monkey Flip
Rank: C
Type: Offensive
Range: Short
Chakra cost: N/A
Damage points: 30
Description: The user grabs the enemy by his shirt and falls backwards, using his weight to produce all the momentum. The user will put one or both of his legs into the targets body, extending them in the correct moment, propelling the enemy backwards, upside down across the battle field.

(Rīfu Shitamuki) Leaf Downwards Crash
Rank: C
Type: Offensive
Range: Short
Chakra cost: N/A
Damage points: 30
Description: The user swings low and performs a leg sweep. As he causes the enemy to fall, he jumps upwards and draws his legs in his chest, and then extends them swiftly, stomping him in the chest with great force

Perform the first one and the last three, please.

Questions?
Defensive Crane

This is a defense centered taijutsu move. It is great to deflect your opponents strikes, for defense or leaving them open to a counter attack. This form is best used against punches and high kicks, being able to easily knock them aside but it is vulnerable to low attacks suck as a kick to the legs, which would be beyond its reach. This technique is very useful and has the potential to divert certain entire combo's from your opponent, leaving you unharmed.

As I mentioned the easiest way to counter this technique is to attack low, out of reach of the users arms. Though you could also attack from a blind spot in an attempt to surprise them or if you can damage the opponents arm then they would have much more difficulty defending with this form.

Overall I really like this technique, it has the potential to completely defend you and then turn the attack back on your opponent in a variety of counter attacks.


Stumbling Turtle

This is a great technique as a counter or a combo breaker as your opponent attacks. Though it is still very good on its own, throwing the opponent off balance and leaving them open. Its a very good technique since it can do damage to the opponent while forcing them to the floor from the pain and loss of balance though if its augmented with a chakra infused kick, then this technique can break the opponents leg, making it much more dangerous. This technique is also doesn't specify the exact type of kick that you need to use, leaving it open to the user to decide and making it much more versatile. It doesn't have much of a downside, since its quite versatile in how it can be used while it also does a good deal of damage and can even break the opponents leg.

To counter this technique the best way would be to dodge the inital kick. Blocking it would be unwise as if blocked incorrectly it could still do great damage. If dodged however, depending on the type of kick used, it could leave the user open to a counter attack while they are off balance.

Overall I quite like this technique, it can be fitted into a combo easily while it is also good as a single attack. The breaking the opponents leg is just a bonus.


Monkey Flip

This technique is a bit of an unusual one. I think its most useful if employed defensively. For example say your opponent is running at you to perform a strike, you dodge the attack while grabbing his shirt and then using his momentum fall backwards and use this technique, launching him away to land hard. Its not the most versatile technique and seems like it would be quite difficult to pull off in a real fight. To really use this properly, your opponent would have to be stunned or open as you grab them and begin to fall else you risk getting counter attacked. Though I feel like using any other of a number of offensive techniques while your opponent is open is a much better choice.

The easiest way to counter this technique is to simply attack the opponent as they grab your shirt or begin to fall. For example, slamming your fist into their stomach as they start to fall would knock the wind out of them and prevent them from using the rest of this technique, leaving them open.

Overall I don't really like this move, its too difficult to pull off and leaves too many openings. Not very useful for a real fight.


Leaf Downwards Crash

This technique is a good small combo, knocking your opponent into the air before you slam your legs into their chest hard. This technique I see as either being used on its own which is pretty good by itself or being used to end a combo, leaving your opponent sprawled on the ground, trying to recover. Its a good technique since the inital attack puts the opponent into a bad situation and knocks them into the air but then it also has a good follow up that deals a good bit of damage. The main disadvantage that I see with this technique is that after the stomp, the user would land on their back on the ground. That gives the opponent that much more time to recover and get up, so although its a good combo, it takes a bit of time to perform and is not very useful to start or in the middle of combos.

The easiest way to counter this technique would be to block or dodge the inital kick before you get knocked into the air, since once there it is very difficult to avoid the stomp. Preferably you would dodge the inital sweep kick, letting the opponents momentum take them past you and rotate their body slightly which would give you an opening to attack.

Overall I like this technique but it has to be used at the right times else you risk using it incorrectly and missing its full potential.
 

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Good. Well done.

(Rīfukonbo) Leaf Combo
Rank: B
Type: Offensive
Range: Short
Chakra cost: N/A
Damage points: 40
Description: The user performs a small combo where he starts by punching the enemy in the chest and then a punch to the gut, and then a powerful palm thrust, pushing him down to the earth.

(Rīfu Jōshō Saikuron) Leaf Rising Cyclone
Rank: B
Type: Offensive
Range: Short
Chakra cost: N/A
Damage points: 40
Description: Spinning on his foot, the user strikes the enemy with a strong back-fist, followed by a kick with the alternating leg to force him away.

Perform these two. Got any questions about these two? These two are both pretty good techniques to be honest.
 

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Good. Well done.

(Rīfukonbo) Leaf Combo
Rank: B
Type: Offensive
Range: Short
Chakra cost: N/A
Damage points: 40
Description: The user performs a small combo where he starts by punching the enemy in the chest and then a punch to the gut, and then a powerful palm thrust, pushing him down to the earth.

(Rīfu Jōshō Saikuron) Leaf Rising Cyclone
Rank: B
Type: Offensive
Range: Short
Chakra cost: N/A
Damage points: 40
Description: Spinning on his foot, the user strikes the enemy with a strong back-fist, followed by a kick with the alternating leg to force him away.

Perform these two. Got any questions about these two? These two are both pretty good techniques to be honest.
Leaf Combo

This is a good, small punching combo. It can easily be utilised by itself or slotted in to a longer combo. It is very simplistic but also effective, due to its simplistic nature it allows the user to change their attack halfway through the combo if needed and attack in a different way. If you manage to finish the combo then this also leaves the opponent vulnerable on the floor as they try to recover from the strikes, which is a good bonus. Due to its simplistic and straight forward attack pattern however it has the potential to be seen through by the opponent and blocked or countered.

Both dodging or blocking this technique would prove effective, either one having advantages depending on what you would intend to do next. Overall I like this technique, its simple and effective and seems to be a reliable attack.


Leaf Rising Cyclone

This is a unique attack that is useful to put distance between yourself and the opponent. This technique would be best used either on its own or at the end of a combo, since using it in the middle of a combo would give your opponent too much time and too many openings due to the spinning and the gap between you kicking them away before you attack again. As I mentioned the spinning is a negative, it breaks your line of sight with the opponent which could give them an opening. Though the kick that immediately follows the punch is good since it gives them almost no time at all to recover and counter if you land the punch.

The beat way to counter this technique is to dodge it, since by dodging the spinning punch you allow the attackers momentum to keep carrying them, throwing them off balance and leaving them open.

Overall I don't really like this attack, its not very versatile and leaves too many openings your opponent could exploit. If you can land the initial punch then the technique can be put to good use, but it all hinges on that initial strike.
 

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Good, good.

(Konoha Daisenkō) - Leaf Great Flash
Rank: B
Type: Offensive, Supplementary
Range: Short
Charka cost: N/A
Damage points: 40
Description: Similar to Tsunade’s Sky leg but the user user charges at their opponent and unleashes a powerful lateral kick aiming at the head that will send their opponent flying away.

We have all seen Tsunade's leg kick; I want you to run at my clone full speed and then raise your leg up once you are close to my clone and simply kick him aiming for his head, doing this will send him flying away, in a backwards direction.

(Raijin) - Zeus
Rank: B
Type: Offensive
Range: Short
Chakra cost: 20
Damage points: 40
Description: The user will strike the target into the air with a lightning infused uppercutting palm attack.

Now with this one, I simply want you to gather some lighting chakra in one of your palms, then get close to my clone and perform a upper cutting palm attack, which will send my clone up into the air, while also be hurting from the lighting part of this technique/
 

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(Konoha Daisenkō) - Leaf Great Flash
Rank: B
Type: Offensive, Supplementary
Range: Short
Charka cost: N/A
Damage points: 40
Description: Similar to Tsunade’s Sky leg but the user user charges at their opponent and unleashes a powerful lateral kick aiming at the head that will send their opponent flying away.

We have all seen Tsunade's leg kick; I want you to run at my clone full speed and then raise your leg up once you are close to my clone and simply kick him aiming for his head, doing this will send him flying away, in a backwards direction.
This technique is useful if you want to put some distance between you and your opponent and also as the last attack in a combo. It is decently powerful, likely being able to at least fracture the opponents jaw if it lands.

If used by 'charging' at your opponent first though this could leave you open to a great number of counters, so its not a good idea to be so straightforward about it. For example if you attacked someone who was charging at you to use this technique before they threw the kick then you would of course nullify it completely. You could also counter this by dodging the kick as your opponent attacks, with their leg high in the air like that they are off balance and open to a counter attack.

This technique is best used as part of a combo, as by itself its a little too obvious for your opponent. I think its a good technique, just not by itself. It can be very useful if used correctly but if misused it can leave you open to your opponent. So you have to be wary when using it.
Good work, Jamie!

(Raijin) - Zeus
Rank: B
Type: Offensive
Range: Short
Chakra cost: 20
Damage points: 40
Description: The user will strike the target into the air with a lightning infused uppercutting palm attack.

Now with this one, I simply want you to gather some lighting chakra in one of your palms, then get close to my clone and perform a upper cutting palm attack, which will send my clone up into the air, while also be hurting from the lighting part of this technique/
Thanks Nath ^^


This is a straight forward offensive attack. Useful at any point where you want to further pressure or damage your opponent. It can easily be slotted into combos or useful in and unto itself. Most notably the lightning would add a good bit of extra damage to this technique, perhaps even hurting them internally.


Due to this also being an uppercut it also puts the opponent in a bad situation if it hits. Suspended momentarily in the air from the strike, leaving them open for any follow up desired. There is also the sneakiness factor of the uppercut coming from below the opponents line of sight if used just right which is a plus to the technique.


Countering this technique is a little difficult. Due to the angle the uppercut would come from it is hard to directly block the technique, plus yoy wouldnt really want to block it since the punch is lightning infused and would still damage you if you blocked it.


Overall I like this technique alot. Its simple and versatile and dangerous if used corectly.
We already did both of those Nafan :p
 

Nathan

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Oh my bad. :|

(Konoha Toppū) - Leaf Gust
Type: Offensive/Defensive
Rank: B-Rank
Range: Short
Chakra: N/A
Damage: 40
Description:
Using simple, yet effective movement when performing a counter attack or a freeform hand attack, the user will manage to spin rapidly and performs a strong rotative high kick to hit the opponent. The technique can be triggered in many ways and more than one kick can be delivered if the user manages to gather enough momentum.

This technique is only used as a counter based technique, when your target does some sort of tai attack, or some free-form attack, you will spin around super duper fast, and perform a strong rotative kick high enough to kick them in the face.
 

Houdinii

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Oh my bad. :|

(Konoha Toppū) - Leaf Gust
Type: Offensive/Defensive
Rank: B-Rank
Range: Short
Chakra: N/A
Damage: 40
Description:
Using simple, yet effective movement when performing a counter attack or a freeform hand attack, the user will manage to spin rapidly and performs a strong rotative high kick to hit the opponent. The technique can be triggered in many ways and more than one kick can be delivered if the user manages to gather enough momentum.

This technique is only used as a counter based technique, when your target does some sort of tai attack, or some free-form attack, you will spin around super duper fast, and perform a strong rotative kick high enough to kick them in the face.
lol all good, at least you know Im paying attention :p

This is a good counter technique which can be used in a variety of situations. It is most useful to begin a combo, countering your opponents attack, spinning out of the way while delivering a powerful kick. You can then easily follow up with any number of other attacks while your opponent is still reeling from the kick. Since the description is vague on what types of attacks the user can dodge with the spin this leaves it up to their ingenuity and creativity to be able to use this the optimal way. The main disadvantage of this technique is that it is very easy to mess up, if used in the wrong way of the wrong timing you would be basically defenceless before your opponents strike and would take a good deal of damage.

Since this is a counter technique itself, is means its difficult to counter without being able to anticipate your opponent. The most simple way to counter it however is to try to dodge the kick after the opponent spins out of the way of your attack. This would usually prove hard however since you would be most likely thrown off balance from your strike not landing. Overall I like this technique, its unique and versatile and will prove to be an unexpected surprise to most opponents.
 
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