Smexy Mig's Library Of Power With Book With Wisdom Of Solomon Version Last One

Migualon J.J.

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Animal Contracts



General






Elemental








Kekkei Genkais and Special Abilities



Custom Fighting Styles




Custom Element



*Each of these is link to it's own post in this thread
 
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Migualon J.J.

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General Custom Jutsus:
01) (Tekken No Suitaru): Style Of Iron Fist
02) (Tekken: Kyūkyoku No Hō: Unmei No Ippō) - Iron Fist: Ultimate Technique: Hand Of Fate
03) (Doton: Koumaru No Ishi) Earth Release: Balls Of Stones
04)
05)
06)
07)
08)
09)
10)
11)
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13)
14)
15)
16)
17)
18)
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22)
23)
24)
25)
26)
27)
28)
29)
30)
31)
32)
33)
34)
35)

Buzzard Summonings:
01) (Kuchiyose no Jutsu: Buzzard´s Bosu: Arashi no Skyress) Summoning Technique: Buzzard´s Boss: Storm Skyress
02) (Kuchiyose No Jutsu: Buzzard's Bosu: Karura); Summoning Technique: Buzzard's Boss: Karura
03) (Buzzard Kuchoiyse No Jutsu: Ra) Buzzard Summoning Technique: Ra
04) (Buzzard´s Kuchiyose no Jutsu: Buzzard: Skyress) Buzzard´s Summoning Technique: Skyress
05) (Buzzard´s Kuchiyose no Jutsu: Buzzard: Ingram) Buzzard´s Summoning Technique: Ingram
06) (Buzzard´s Kuchiyose no Jutsu: Buzzard: Skyry) Buzzard´s Summoning Technique: Skyry
07) (Buzzard´s Kuchiyose no Jutsu: Buzzard: Lugia) Buzzard´s Summoning Technique: Lugia
08) (Buzzard´s Kuchiyose no Jutsu: Buzzard: Articuno) Buzzard´s Summoning Technique: Articuno
09) (Buzzard´s Kuchiyose no Jutsu: Buzzard: Blaziken) Buzzard´s Summoning Technique: Blaziken
10) (Buzzard Kuchoiyse: Slip Stream) Buzzard Summoning Technique: Slip Stream
11) (Buzzard´s Kuchiyose no Jutsu: Buzzard: Zapdos) Buzzard´s Summoning Technique: Zapdos
12) (Buzzard´s Kuchiyose no Jutsu: Sousei No Buzzard: Latios Ken Latias) - Buzzard's Summoning Technique: Buzzard Twins: Latios And Latias
13) (Buzzard´s Kuchiyose no Jutsu: Buzzard: Oh-Ho) Buzzard's Summoning Technique: Oh-ho,
14) (Buzzard´s Kuchiyose no Jutsu: Buzzard: Moltres) Buzzard's Summoning Technique: Moltres,

Pearl Element Techniques:
01) Shinju: Shiro No Bin (Pearl Release: The White Jar)
02) Shinju: Ame No Shinju (Pearl Release: Rain of Pearls)
03) Shinju: Shiro daburufangu (Pearl Release: Double Fang)
04) Shinju: Kyojin Maruishi (Pearl Release: Giant Boulder)
05) Shinju: P2 Katachidzukuru "Prime" (Pearl Release: P2 Shape "Prime")
06)
07)
08)
09)
10)
11)
12)

Bartholomew Paw Paw Arts:
01) Paw Arts: Repel (Nykyujutsu: Oshi)
02) Paw arts: Slapping thrust pressure cannon (Nykyujutsu: Tsuppari Pad Hō)
03) Paw Paw arts: Pressure cannon (Nykyujutsu: Pad Hō)
04) Paw Arts: Pulsus Coration (Nykyujutsu: Chiyu Oshi)
05) Paw arts: Ursus Shock (Nykyujutsu: Urususu Shokku)
06) Paw Arts: Train Wreck (Nykyujutsu: Tore-n Keigei)
07) Paw Paw Arts: Impact Dial (Nykyu Nykyu no Mi: Inpakuto Daiaru)
08)
09)
10)
11)
12)

Custom Weapon:
01) (Caliburn) - Caliburn
 
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Migualon J.J.

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BUZZARDS


I Am The Proud Owner Of My Buzzard Summoning Contract, Here Are The Current Ones And The Tattoo You Get When Signing It:

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Summon Number 1)
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Storm Skyress, The Boss Of Buzzards
(Kuchiyose no Jutsu: Buzzard´s Bosu: Arashi no Skyress) Summoning Technique: Buzzard´s Boss: Storm Skyress

Type: Summoning
Rank: Forbidden
Range: Short-Long
Chakra Cost: 60
Damage Points: Depends on used jutsu
Description:
Storm Skyress, the boss of all the buzzard´s, is a bit smaller than Gamabunta, but is able to have more than 10 people on it´s back, it has very sharp claws and beak which can stab normal human, it can fly very fast and is able to fly very high, it is so respected, that it is on the level of other Flying Summoning Bosses. It is considered one of the most beautiful summonings of all. It can use fire and wind techniques which she mastered rank (it can use ones with hand signs too, but Migualon J.J. has to make the hand signs). It is very calm and never is angry. Storm Skyress can speak perfect English.

*Can only be used once per Battle*
*Can be forced to be summoned back to it´s land if hit by 160 damage points*
*Can only be used/taught by Migualon J.J.*
*Must have signed the Buzzard summoning contract*
*All her techniques are considered as 1 of the 3 techniqes per turn*





Summon Number 2)
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Karura
(Kuchiyose No Jutsu: Buzzard's Bosu: Karura); Summoning Technique: Buzzard's Boss: Karura

Type: Summoning
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: Depends on used jutsu
Describtion: She is sister of Storm Skyress, the queen of Buzzard's, so she is actually 2nd queen of Buzzards. Only the Masters Of Buzzard Summonings are able to summon Karura. Karura is little Buzzard, but she is incredibly powerful in just one element, but she is master of it, it is Wind and she is able to use all S-rank and below ones, she most of the time stays on summoner's head or shoulder. She herself has special wind technique which creates armor of wind around itself and the person she is touching (pic on the bottom). She can use Wind Jutsus that have hand seals if user makes them for her. She can speak English easily and she can actually talk by telepathy with the one who summoned her.

Armor Of Wind

*Can only be summoned by ~Mig J.J. Quiksilver~ or Taiketsu Yagami as they are the only Masters of Buzzard Summons*
*Only stays on field for 4 turns*
*Can only be summoned once per battle*
*All techniques she uses are considered as 1 of the 3 jutsus per turn*
*Armor Of Wind can be used only once per battle and stays formed for 1 turn only*
*Armor Of Wind is equal to S-rank Wind Jutsu





Summon Number 3)
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Ra
(Buzzard Kuchoiyse No Jutsu: Ra) Buzzard Summoning Technique: Ra

Rank: S
Type: Summoning
Range: Short-Long
Chakra: 40
Damage: Depends on used jutsu
Description: Ra is one of the two Buzzard elders in the Buzzard Realm. Unlike other summonings, Ra is the the strongest Buzzard known thus far. His sheer size and golden armor makes him look godly to those who don't know him. Ra's size is half that of Gamabunta but his wing span stretches past Gamabunta's width meaning he could crush almost anything under him. He is actually worshipped as a deity to the low ranking Buzzards. Ra's best know ability is being able to use all S-rank and below Lightning techniques and the ones that require hand seals can be done by the summoner. The armor like feathers Ra has is sturdy enough to be unaffected by techniques of B-rank and below.

*Can be forced to be summoned back to it´s land if hit by 80 damage points*
*Can only be used/taught by Migualon J.J.*
*Must have signed the Buzzard summoning contract*
*All his techniques are considered as 1 of the 3 techniqes per turn*
*The Summoner cannot use A-rank or higher techniques of different element than Lightning while Ra is on the field*
*He stays on the field for 3 turns*





Summon Number 4)
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Skyress, The Proud Buzzard
(Buzzard´s Kuchiyose no Jutsu: Buzzard: Skyress) Buzzard´s Summoning Technique: Skyress

Type: Summoning
Rank: A
Range: Short-Long
Chakra Cost: 40
Damage Points: Depends on used jutsu
Description:
Daughter of Storm Skyress the boss of all the buzzards, she is not as big as her mother, but isn´t really small either, it can lift max of 7 people. It is not so gorgeous as it´s mother, but it is faster than it´s mother. Skyress isn´t as skilled in techniques as her mother, but it can use wind techniques up to A-rank (same thing with hand signs as with her mother) and cannot use fire techniques like her mother. Skyress is her mother´s heiress, so if/when Storm Skyress dies, she will touch the Jewel Of Buzzards which will transform her into Storm Skyress, giving her the extra abilities of her mother but not her size. That she will acquire when she reaches the respective age. Skyress is more aggresive than her mother, but it is calm too. Skyress, as her mother can speak perfect English.

*Is personnal summon of Migualon J.J., which means that only he can summon her*
*Can only be summoned 2 times per Battle but not at the same round as her mother*
*Can only stay in battle for 3 turns as the max*
*Can be forced to be summoned back to it´s land if hit by 80 damage points, in this case it cannot be summoned again*
*Must have signed the Buzzard summoning contract*
*All her techniques are considered as 1 of the 3 techniqes per turn*





Summon Number 5)
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Ingram, The Aggresive One
(Buzzard´s Kuchiyose no Jutsu: Buzzard: Ingram) Buzzard´s Summoning Technique: Ingram

Type: Summoning
Rank: A
Range: Short-Long
Chakra Cost: 40
Damage Points: Depends on used jutsu
Description:
Ingram is sister of Skyress and is completely different from her sister and mother. Ingram is smaller than her sister and mother, which causes her to carry max of 5 people. Ingram has the same speed as her sister and her wind techniques are on the same level as her sister´s (A-rank and same thing with the hand signs). She same as her sister didn´t had a talent for fire techniques, but unlike her sister, she doesn´t have water beam, BUT on the other hand, she has beam of lightning which has the same power as an A-rank technique. Ingram is more aggresive than his sister and mother, she can be calm, but most of the time she isn´t.

*Can only be summoned 2 times per Battle*
*Can only stay in battle for 4 turns as the max*
*Can be forced to be summoned back to it´s land if hit by 80 damage points, in this case it cannot be summoned again*
*Can only be Used/Taught by Migualon J.J.*
*Must have signed the Buzzard summoning contract*
*All her techniques are considered as 1 of the 3 techniqes per turn*





Summon Number 6)
Skyry, The Small Buzzard
(Buzzard´s Kuchiyose no Jutsu: Buzzard: Skyry) Buzzard´s Summoning Technique: Skyry

Type: Summoning
Rank: D
Range: Short-Long
Chakra Cost: 20
Damage Points: N/A
Describtion:
Skyry is very little green like Skyress buzzard, looks very similar to Skyress, but as said, it is very small, Skyry isn´t very effective in fight, the only thing she can do is that she can shoot elemental feathers of wind from her/his mouth. These feathers have the power of normal kunais, but are faster a bit. Skyry is the guardian of the summoning contract of buzzards. It is the fastest of all buzzards and almost no other flying summon can keep up with his speed. Even tho it is very small, it is incredibly aggresive a lot. It is used most of the time for scouting missions. Unlike most of the buzzards, she cannot speak english at all, but it can connect it´s mind with the user who summoned it and to everyone who EVER (even if he dropped it) signed buzzard summoning contract.

*Can only be summoned 3 times per Battle*
*Can only stay in battle for 4 turns as the max*
*Can be forced to be summoned back to it´s land if hit by 40 damage points, in this case it cannot be summoned again*
*Can only be Used/Taught by Migualon J.J.*
*Must have signed the Buzzard summoning contract*





Summon Number 7)
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Lugia
(Buzzard´s Kuchiyose no Jutsu: Buzzard: Lugia) Buzzard´s Summoning Technique: Lugia

Type: Summoning
Rank: S
Range: Short-Long
Chakra: 50
Damage Points: Depends on used jutsu
Description: Lugia is the sister of Storm Skyress and is almost as powerful. Lugia is big enough to hold 9 people on her back and is bigger than most boss summons except her sister. Not only is she able to fly just as fast as Storm Skyress but can swim through water at a speed greater than underwater motion technique. She can use all Water and Wind techniques besides Forbidden rank. She is very calm and collective and likes to avoid casualties so she mostly fights at long range. She is very beutiful and is respected by the buzzards and even her own sister who is queen of the buzzards.

*Can only be summoned twice*
*Can only stay on the field for 3 turns*
*Can be forced back if hit by 110 points of damage and in this case cant be summoned again*
*can only be taught by Taiketsu Namikaze to those with Buzzard contract*
*All her techniques are considered one of the three jutsu*





Summon Number 8)
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Articuno
(Buzzard´s Kuchiyose no Jutsu: Buzzard: Articuno) Buzzard´s Summoning Technique: Articuno

Type: Summoning
Rank: A
Range: Short-Long
Chakra Cost: 40
Damage Points: Depends on used jutsu
Description: Articuno is the daughter of Lugia and a friend to the main family of buzzards and best friend of Skyress. Articuno is almost the same size as Skyress, therefor can hold 6 people on her back. Articuno is just as fast and strong as Skyress. She can use any A-rank Wind techniques and the ones that require hand seals can be done by the summoner. Articuno also has the ability called "Water Guiser" allowing her to shoot a jet of water equal to B-rank that can punch through concrete. Articuno is pretty calm and collective but can get aggressive like other buzzards.

*Can only be summoned 2 times per Battle*
*Can only stay in battle for 4 turns as the max*
*Can be forced to be summoned back to it´s land if hit by 80 damage points, in this case it cannot be summoned again*
*Can only be Used/Taught by Taiketsu Namikaze*
*Must have signed the Buzzard summoning contract*
*All her techniques are considered as 1 of the 3 techniqes per turn*





Summon Number 9)
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Blaziken The Combat Buzzard
(Buzzard´s Kuchiyose no Jutsu: Buzzard: Blaziken) Buzzard´s Summoning Technique: Blaziken The Combat Buzzard

Rank: S
Type: Summoning
Range: Short-Long
Chakra: 50
Damage Points: Depends on the user
Description: Blaziken is a guardian of the Queen Storm Skyress. Blaziken Is so far the only Buzzard with a different and smaller mass. It would seem that he is similar to a humanoid type animal and is much smaller than the other buzzards. Its wings aren't fully developed so it cant fly but by pushing against the wind, his speed increases to that of Skyry. Blaziken is a combat specialist aswell as profficient Fire user and can use all fire based attacks and Taijutsu besides forbidden .

Notes:
*Can only be summoned twice*
*Can only stay on the field for 3 turns*
*Can be forced back if hit by 80 points of damage and in this case cant be summoned again*
*can only be taught by Taiketsu Namikaze to those with Buzzard contract*
*All her techniques are considered one of the three jutsu*





Summon Number 10)
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Slip Stream
Buzzard Kuchoiyse: Slip Stream) Buzzard Summoning Technique: Slip Stream

Rank:S
Type:Summoning
Range:Short-Long
Chakra:50
Damage: Depends on used tech.
Description: Slip Stream is the fastest of all buzzards in the buzzard realm and is another guardian of Storm Skyress. Slip Stream is only big enough to carry two people on her back, but her small size has no effect on her power. When Slip-Stream is in the air, she moves so fast that if you where standing there as she flew by, all u would see is a black blur pass u. Also just like almost every other buzzard, Slip-Stream is capable of using wind style techniques up to A-rank. What gave her the rank of guardian is her original technique called "Slip Stream Assault" where she cause her wings to become sharp as swords by using wind manipulation and uses her awesome speed to slash the opponent at breakneck, causing major damage which would have the equivalent power of S-rank.

*Can only be summoned twice*
*Can only stay on the field for 3 turns*
*Can only be taught by Taiketsu Yagami to those with Buzzard contract*
*All her techniques are considered one of the three jutsu*





Summon Number 11)
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Zapdos
(Buzzard´s Kuchiyose no Jutsu: Buzzard: Zapdos) Buzzard´s Summoning Technique: Zapdos

Type: Summoning
Rank: A
Range: Short-Long
Chakra Cost: 40
Damage Points: Depends on used jutsu
Description: Zapdos is the daughter of Oh-Ho and a friend to the main family of buzzards. Zapdos is almost the same size as Skyress, therefor can hold 6 people on her back. Zapdos´s speed is equal to that of Skyress. She can use any A-rank Wind techniques and the ones that require hand seals can be done by the summoner. Zapdos can also use Lightning Wave which is equal to A-rank Lightning Jutsu and is just as wide as Intense Pain and can be used 2 times per summoning. Zapdos is very aggresive, allmost as Skyress.

*Can only be summoned 2 times per Battle*
*Can only stay in battle for 4 turns as the max*
*Can be forced to dispersy by obtaining 80 damage points, in this case she cannot be summoned again*
*Can only be Taught by zarakii to those who know Buzzard Summoning Contract*
*All her techniques are considered as 1 of the 3 techniqes per turn*





Summon Number 12)
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Latios and Latias
(Buzzard´s Kuchiyose no Jutsu: Sousei No Buzzard: Latios Ken Latias) - Buzzard´s Summoning Technique: Buzzard Twins: Latios And Latias

Type: Summoning
Rank: S
Range: Short-Long
Chakra: 60
Damage Points: Depends on used jutsu
Description: Latios and Latias are twins of the same size as Ingram. Latios is the aggresive one and his sister Latias is the calm one who keeps her brother to stay fine. Latios and Latias both can use Wind Jutsus that don´t require hand seals up to A-rank and those that require hand seals must the summoner make them. Latios can shoot out Beam Of Wind from his mouth which is equal to A-rank wind technique twice per battle and Latias can shoot out Beam Of Fire from her mouth equal to A-rank Fire technique twice per battle too. Latios is the only known male Buzzard.

*Can only be summoned once in battle*
*Can only stay on the field for 4 turns*
*Can be forced back if hit by 80 points of damage for each*
*can only be taught by zarakii to those with Buzzard contract*
*All their techniques are considered one of the three jutsu*





Summon Number 13)
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Oh-ho, The Rainbow Buzzard
(Buzzard´s Kuchiyose no Jutsu: Buzzard: Oh-Ho) Buzzard´s Summoning Technique: Oh-ho, The Rainbow Buzzard

Type:Summoning
Rank:S
Range:Short-Long
Chakra:50
Damage Points: Depends on used jutsu
Description: Oh-ho is the sister of Storm Skyress and in her own way (though smaller), very powerful. She can carry 4 people on her back and although smaller than her sister, is slightly bigger than the other boss summons. Not only is she able to fly just as fast as Storm Skyress but her special ability is that of her use of light. She can on a sunny or bright environment reflect light (by the use of her beautiful wings she is able to use her wind-based element) to blind an opponent for 1 turn and and can only be used twice. She is able to use wind-based jutsu up to S-class.
She is quite colourful in personality and popular with her family. She quickly changes mood and wants to be vegetarian though she can't stop her love for meat.

*Can only be summoned twice*
*Can only stay on the field for 3 turns*
*Can be forced back if hit by 110 points of damage and in this case cant be summoned again*
*can only be taught by meimei to those who have signed the Buzzard contract*
*All her techniques are considered one of the three jutsu*





Summon Number 14)
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Moltres, The Flaming Buzzard
(Buzzard´s Kuchiyose no Jutsu: Buzzard: Moltres, The Flamming Buzzard) Buzzard´s Summoning Technique: Moltres, The Flaming Buzzard

Type: Summoning
Rank: A
Range: Short-Long
Chakra Cost: 40
Damage Points: Depends on used jutsu
Description: Moltres is the daughter of Oh-ho and not too popular with the rest of the family though Skyry and her get along very well! She is slightly bigger than her mother and about the same size as Skyress so she can hold 6 people on her back. Moltres is fast and strong like Skyress, but her fiery temper can get her into trouble... she likes to flame people! She can use any A-rank Wind techniques and the ones that require hand seals can be done by the summoner. She is extremely loyal to those she cares for and all summoners will find in her a true friend!

*Can only be summoned 2 times per Battle*
*Can only stay in battle for 4 turns as the max*
*Can be forced to be summoned back to it´s land if hit by 80 damage points, in this case it cannot be summoned again*
*Can only be taught by meimei to those who have signed the Buzzard summoning contract*
*All her techniques are considered as 1 of the 3 techniqes per turn*




*Since all of these summons were approved before new rules regarding summons were created, my summoning contract is able to keep these 14 summons
*Techniques that were given to me were given to me before before 24th February 2012




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Ingram Armor
(Ingram Yoroi) Ingram Armor

Type:Mode
Rank: S
Range:All
Chakra:50 (-15 each turn its maintained)[/B]
Damage Points:N/A (+15 to non-elemental ninjutsu)
Description: Shinobi who have signed the buzzard contract and are capable of summoning Storm Skyress get a special seal on their right shoulder. When this seal is released, a special armor is summoned onto the user. Its called "The Ingram Armor" and it was forged in the buzzard realm with a very special alloy that is capable of channeling and absorbing a special form of chakra only found in the Buzzard realm (Similar to nature chakra but its not found in the normal world). The armor is a bit different as it is more of an exo-skeleton, partially fusing with the users own body. The armor regulates the body causing chakra to channel more fluently aswell as muscles to work to their full capacity and at the same time pumping that special chakra to fuse with the user's own. This causes the user's ninjutsu to be enhanced in power and also causes him/her to become faster and more reactive. The user gets speed and reaction time beyond a normal shinobi. The user's speed rises to that of a taijutsu master. Of course, due to the new level of speed and regulating of his/her system; The user gets the reaction time to match.

Notes:
-Can only last 3 turns at the most
-After deactivation, the user can only use B-rank ninjutsu for 2 turns (that includes elements)
-Can be activated twice but it must be sent back to buzzard realm and take 6 turns to absorb the special chakra.
-Can't use genjutsu in this armour
-The user takes damage from muscle exhaustion after useage and needs a turn to recuporate.(The person loses strength and speed on a large scale. Couldn't even beat up a todler )
-No taijustu after deactivation until done recuporating
-If activated a second time. After deactivation, the user will colapse from exhaustion and lose the battle.




*Technique given to me by Taiketsu Yagami before 24th February 2012
 
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Migualon J.J.

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Taijutsu


Tekken | Iron Fist
Tekken | Iron Fist

Rank: A
Type: Supplementary
Range: Self
Chakra cost: 40
Damage points: +10 to Taijutsu that involves using ones hands
Description: After spending years training in Taijutsu, the user has developed a way to push his fists to their maximum capability. By continuously having exposed his hands to extreme environments, (like training punches in hot coals and practicing hand movement in ice water) the users has made his hands incredibly strong. The user focuses chakra into his fists and uses it to amplify the effects of his training, with this the users hands will be close to indestructible, no amount of force or temperature will affect the user’s hands, only extreme amounts of continuously applied incredible damage will damage them. This technique doesn’t make the user stronger in general; it just allows him to deal with attacks more freely since he won’t have to think about his hands.

*Given to me before 24th February 2012 by Zero Kelvin
 
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Ninjutsu


Dying Will Release
(Heishi mune houmen) - Dying Will Release

Rank: Forbidden
Type: Supplementary
Range: Short
Chakra Cost: 50
Damage Points: N/A
Description: The user releases 90% of their remaining chakra into a force known as the user's "Dying Will", the user's 5 senses are pushed to the Max, also it greatly increases the users reaction time dramatically improved ten fold, but this jutsu takes alot of pressure on the user's body
Note: can only be used once per battle
Note: only lasts 3 turns
Note: after using this jutsu is cancelled, the user can only used B and below ranked jutsu


Warm-up
Atsui-Appu: Warm-up

Rank: N/A
Type: Supplementary
Range: Short
Chakra: N/A
Damage: (Taijutsu +10)(Ninjutsu +5)
Description: The user jogs in place while punching the air, causing their blood to pump faster making them a little faster and stronger. Because of this early warm-up, the user is also more focused causing their reflexes to sharpen. With this blood pumping sensation, chakra also flows easier and faster, letting the user use jutsus faster.
Note: Can only be taught by Axle
Note: lasts 5 turns
Note: can only be used once per battle
Note: must be done at beginning of battle


Wall-Bullets
(Kabe-Tama) Wall-Bullets

Type: Attack/Defense
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage points: 40
Description:a large wall raises from the ground in front of the user, the wall then shoots hundreds of little bullets at there opponent.
Notes:
-This Jutsu can only be taught by Serpent


*All these techniques were given to me before 24th February 2012
 
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Genjutsu


Illusion Technique: Hera's Judgement
(Genjutsu: Hera no Judgemento)Illusion Technique: Hera's Judgement

Type:Supplementary
Rank: B
Range: Short
Chakra Cost: 25
Damage Points: 40
Description: In this illusion the victim is brought before Hera(Goddess of the underworld) in the underworld, to serve in atonement for his or her sin and serves it by being tortured by Hera's servants and being struck by paralyzing fear. The torture faced is enough to render the opponent motionless for one turn and the damage effects also affect him psychologically because of the sudden frightful sight.
~Can only be used twice per battle.
~Opponent remains paralyzed for one turn.
~Can only be taught by DeanMinatoNamikaze.


Never Ending Pit Of Death
Genjutsu-Never Ending Pit Of Death

Type:Supplementary
Rank:A
Range:Short
Chakra Cost:30
Damage Points:60
Description:The user cast a genjutsu on the opponent to make it seem as if a huge hole formed under him and he is falling to his death. While the opponent is in the midst of the jutsu, the user may finish him quickly or slowly torture him until he dies.
Tip: It is best used when your opponent is making handseals
* Can only be used once a match*
*Can Only Be Taught By ROTM*



*All these techniques were given to me before 24th February 2012
 
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Migualon J.J.

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Kenjutsu


Kendo: Infinite One-Sword Style
(Kendou: Mugen Ichi-Katana kata) - Kendo: Infinite One-Sword Style

Type: Supplementary
Rank: Forbidden
Range: Short-Long
Chakra: 50
Damage: N/A
Description: The user grabs a giant container of katanas that is wrapped in a type of cloth or wire to hold/travel with it (This can also be done if a scroll that holds multiple swords like tenten's.). The user then throws it above him and his opponents location and then the swords slide out and land around the battlefield making around 10 to 20 sword scattered around. This is only to supply the swordsman with multiple katanas to fight with. This technique was created by the belief that no swordsman needs a perfect sword, but the ability to wield any sword with great skill. Each sword has a little trick to them which only allow the user of this technique and others that know it use them freely. If the opponent with no knowledge of this trick attempts to wield one of these swords the hilt will extend needles to hurt the opponents hands like Kisame's shark scale sword. Due to that, the Infinite One-Sword Style was created to help the swordsman, aid allies in battle, and to put extreme psychological pressure towards the opponent from the exaggerated amount of blades.
Note: Only musasibou can teach this.
Note: Can only use once per battle.
Note: Only users of this technique can wield the swords.
The technique is from the first 15 seconds of this video.


Kendo: Infinite One-Sword Style - Claw
(Kendou: Mugen Ichi-Katana kata - Tsume) - Kendo: Infinite One-Sword Style - Claw

Type: Attack
Rank: S
Range: Short
Chakra: 45
Damage: 90 total (30 for every sword.)
Description: The user throws 3 swords in front of the opponent with the blades piercing the ground and sharp side towards the target. The user then quickly gets in front of the opponent and surprises the opponent by hitting all the swords at the bottom to make them fling upwards and slice him vertically. Then while the opponent is hurt the user will strike every individual sword at the staggering opponent flinging them for multiple strikes. The opponent can be pinned down or the swords can be aimed for vital points. This attack is best suited when the user and opponent is in close range.
Note: Only musasibou can teach this.
Note: Can only use three times per battle.
Note: This technique can be done after the Kendo: Infinite One-Sword Style is set up.
This technique is used from 1:16 to 1:21.


Kendo: Infinite One-Sword Style - Addition
(Kendou: Mugen Ichi-Katana kata - Yosezan) - Kendo: Infinite One-Sword Style - Addition

Type: Attack
Rank: Forbidden
Range: Short
Chakra: 50
Damage: 90
Description: This technique utilizes the numerous swords involved in the use of the Infinite One-Sword Style and both the user's skill and speed as a ninja. The user attacks the opponent a total of eleven times in rapid succession, each at different angles and positions. With each strike the sword is left behind attached to the opponent. He then lands the final blow, making a total of twelve devastating blows. This technique pins and hurts the opponent. The reason why the swords can be powerful and stay on the opponent is because the blunt of the blade is used. The attack itself relies upon the high speeds of the individual attacks and the momentary stun inflicted by the previous blows, allowing the user to grab one of the surrounding swords and continue with the technique. This attack when used and if added with multiplication will put a great strain on the user making him or her dizzy and very exhausted. This is a finishing combo and is to knock out the opponent.
Note: Only musasibou can teach this.
Note: Can only use twice per battle.
Note: The user cannot use this technique again for 3 turns.
Note: The user can only perform two attacks this turn, this is included to that tally.
Note: User can only use 2 moves next turn.
Note: User can not use genjutsu or taijutsu for 1 turn.
Note: This can be blocked to minimize damage. (-10)
The technique is from 3:20 to 3:40.


Kendo: Infinite One-Sword Style - Division
(Kendou: Mugen Ichi-Katana kata - Wake) - Kendo: Infinite One-Sword Style - Division

Type: Attack
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: The user will grab two katanas and rush the opponent at high speeds. He will then use his chakra to slash and before it makes contact the sword seems to split into two. Making the opponent very confused and distracted from the real attack which is actually the other sword. The target is then slash horizontally and then stabbed in the chest with the next sword. This is possible with genjutsu making the swordsman be able to trick the opponent at critical times to get the upper hand. The target will become confused and distracted enough to be slashed by the other sword and then with good timing the swordsman can then stab the opponent for the finishing blow. This requires high genjutsu skill and swordsman skill to execute and can be done from left handed or right handed sides.
Note: Only Musasibou can teach this.
Note: Does not require Infinite One-Sword Style Setup.
Note: Can't be performed with another Infinite One-Sword Style attack other than the setup.
Note: Must have 2 swords available.
Note: can be used 3 times per battle.
Note: User can't use genjutsu next turn.


Kendo: Infinite One-Sword Style - Multiplication
(Kendou: Mugen Ichi-Katana kata - Jouzan) - Kendo: Infinite One-Sword Style - Multiplication

Type: Attack
Rank: Forbidden
Range: Short-Mid
Chakra: 50
Damage: 100 (50 to the user)
Description: This is a stronger version of the "Addition" technique of the Infinite One-Sword Style. The user attacks the opponent with another 12 strikes with a weaker damage slash to keep them stunned. While the opponent is still impaled by the previous twelve strikes, the user attacks once again, striking these remaining swords so as to repeat the succession of movements preformed previously. This results in doubling the attack damage that was already done, as it cuts his opponent with the twelve swords all over again. This totals up to twenty-four strikes being recieved by the enemy within an incredibly short period, leaving little to no chance for a counter attack. This attack causes damage to both the user and the opponent since this uses chakra and body speed/power to repeat the action it puts a immense strain on the users body. The user will be sluggish and be unable to do anything next turn.
Note: Only musasibou can teach this.
Note: Can only use once per battle.
Note: This technique can only be done if Kendo: Infinite One-Sword Style is set up.
Note: The damage from this can not be blocked.
The technique is from 3:40 to 3:58.


*All these techniques were taught to me before 24th February 2012
 
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Migualon J.J.

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Tekken


Style Of Iron Fist
(Tekken No Suitaru): Style Of Iron Fist

Type: Supplementary
Rank: Forbidden
Range: Short
Chakra Cost: 100 (-10 each turn it is active)
Damage Points: N/A (-20 to the user when activating and -10 each turn it is active)
Description: The user focuses incredibly high amount of chakra into his legs and arms so that his strength increases on the level that of Godaime Hokage Tsunade Senju. While in this state the user can´t use any Ninjutsu or Genjutsu. The user can use Tekken Techniques tho (will be submitted later if this style is approved). When the user leaves the state of Tekken, the user can´t move, he can only stand on 1 place and he cannot use any jutsus of S-rank and Forbidden rank. When the user is in the state of using Tekken Style, the user´s muscles are under huge pressure and cause him great pain. It doesn´t change users speed.

*Can only be used once per battle*
*Lasts only for 3 turns*
*User cannot use ANY Ninjutsu or Genjutsu techniques when he´s using Tekken Style*
*After 3 turns, the user can´t move from the place he´s standing because of muscle exhaustion*
*No S or Forbidden Rank jutsus by the user for 2 turns after the Tekken Style has ended*
*Can only be taught by ~Mig J.J. Quiksilver~*



Students
PHP:
1. Taiketsu Yagami
2. Goro Kaguya
3. Howard
4. -Yard-
5. Korra.
6.


Hand Of Fate
(Tekken: Kyūkyoku No Hō: Unmei No Ippō) - Iron Fist: Ultimate Technique: Hand Of Fate

Rank: Forbidden
Type: Attack
Range: Short-Long
Chakra: 60
Damage: 100
Description: The user while wielding Caliburn or having activated Style Of Tekken can use this technique by focusing high amount of his chakra into one of his hands so that it starts shining with orange light. When he does so, he can than punch into an enemy and if he hits him in Close-Range than the user makes hole in opponent's body. This technique can be also used for Mid and Long Range and that is when user has chakra in his hand, he thrusts his hand forward and releases all chakra at once to hit his opponent with beam of pure chakra which can make hole in opponent's body.

Used for Mid or Long range (1:54 - 1:59)


*Can only be used once per battle*
*Can only be used while using Style Of Tekken or while wielding Caliburn*
*When the user uses this technique, he can't use hand with which he used it for 3 turns (meaning no hand seals for example) (this is because of that huge amount of chakra and muscles in the hand being exhausted)*
*This technique has no elemental advantage or disadvantage*
*Can only be taught by ~Mig J.J. Quiksilver~*

Students
PHP:
1. Taiketsu Yagami
2. Howard
3. -Yard-
4.
5. 
6.
 
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Water


Water Release-Octopus Tendrils
Water Release-Octopus Tendrils(Mizu rirīsu - tako no shokushu)

Type Defensive/Offensive
Rank:A
RangeShort
Chakra Cost:30
Damage Points:60
Description:The user will create a orb of water around the to protect themselves.The can split the dome into many tendrils that can whip, slash and pierce nearby enemies.

* While inside the dome you are very open to b rank raiton techs*
*Can Only Be Taught By ROTM*


Water style: Oil clone Jutsu
Water style: Oil clone Jutsu ( Suiton: sekiyu Bunshin )

Type: Supplementary
Rank: A
Range: short –mid
Chakra Cost:30
Damage Points:60
Description: The User creates a clone out of oil that when it disperses it splatters near by objects with flammable oil. You can only summon three of them at a time. The clone can only use techniques using oil and cannot move past mid-range from the user's position.


Water release: Tears of Sorrows
Water release: Tears of Sorrows = Suiton: No namida wa, kanashimi

Type: Defensive/Supplementary
Rank: A
Range: Self/Short
Chakra cost: 25
Damage points: 40
Description: the user focuses water chakra in his/her hands, then the user places the hands in front of his/her face, like if he/she was crying. The user will emit a lot of water, from their mouth and water chakra that just appears to be tears from their eyes. The water will begin to take form, and will quickly grow, into a three meter tall, faceless, human looking, clump of water, with very big arms. The water will place it’s arms in front of the user, thereby shielding the user from harm. This is all done in one fluid motion.

Notes:
• Can only be taught by ZeroGarra.
• Can only be used three times per battle.
• This jutsu lasts for 1 turn.


Calling Upon the Kraken
Calling Upon the Kraken (Tenshoku Sono Kraken)

Type: Offensive
Rank: S
Range: Mid-Long
Chakra Cost: 40
Damage Points: 80 (10 Damage Points to User)
Description: This technique if the target is standing on a large body of water. An extremely powerful technique that requires a strong bond to the water element as well as a lot of chakra. In addition the jutsu requires a small blood sacrifice to be dropped into the body of water where the jutsu will be used. After the handseals and sacrifice is made, the user will place his hands down on the water and channel their chakra throughout the water. After a while, eight large water tentacles, that resemble octopus tentacles,will emerge from the depths and attempt to trap the target by wrapping around it. If and when ensnared, the tentacles will drag the victim into the water and then retreat back from whence it came.
*Note*: Can be only used ONCE.
*Note*: No S-Rank Water Jutsu after this technique.
*Note*: Must Learn from ~Sanji~



*All these techniques were given to me before 24th February 2012
 
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Earth


Earth Release: Balls Of Stones
(Doton: Koumaru No Ishi) Earth Release: Balls Of Stones

Type: Offensive
Rank: S
Range: All
Chakra Cost: 40 (+20 more for each 2 additional balls)
Damage: 80
Describtion: The user makes 4 hand signs and than he focuses his chakra into his hands and he launches 1 ball of stones from each hand at his opponent whose speed can be increased by Wind Techniques of B-rank and lower. This technique can be used with Hurricane Fist which destroys balls and makes small stones which will fly at high speed at opponent with same strength.

Note: Can only be used 3 times in battle.
Note: User can´t use any Water Technique in next 4 turns.
Note: Can only be taught by Migualon J.J.



Students
PHP:
1. 
2. 
3. 
4. 
5. 
6.


Earth Release: Earth Arms
(Doton: tsuchi heika) Earth Release: Earth Arms

Rank: B
Type: Supplementary/Attack
Range: Short-long
Chakra cost: 40
Damage Points: N/A
Description: After making 3 hand signs the user sends his earth chakra into the ground around his opponent and raises arms from the ground that can grab his opponent and hold him/her in place.
-The user must make contact with the ground in order to use this jutsu meaning he/she cannot use this while being in the air.
-Must be taught by ~Yard~
-Must have a proper understanding of earth jutsu meaning you must be able to use B rank earth to learn this jutsu.
Note: If used in short-mid range you can add more chakra to the arms of earth and use them to crush the limbs of your opponent.


Earth style: Giant Centipede
(Doton: Kyokan Mukade)-Earth style: Giant Centipede

Type: Attack
Rank: A
Range: Short/Long
Chakra Cost: 30
Damage Points: 60
Description: After preforming the required hand seals the user will pick a spot anywhere on the ground and focus chakra on it. A huge centipede made from rock will emerge from that spot and lunge at a target with its jaws open. If the target is not quick enough, the centipede will capture in its jaws and a slam it back into the ground. Once the centipede hits the ground it will crumble.
*Note: Can only be used 3 times per battle.
*Note: Faust can only teach this.


Earth Release: Pressure Sensing
(Doton: oshi sacchi) Earth Release: Pressure Sensing

Rank: C
Type: Supplementary/Defense
Range: Short-long
Chakra cost: 20
Damage Points: N/A
Description: The user sends small amounts of chakra through ground around him so he can sense the pressure in certain locations of the battle field. By doing this the user can sense where his opponent is standing and where his opponent is if he/she is underground.
-User must make contact with the ground while using this jutsu.


Earth Style: Dome Prison
(Doton: Enchou kangoku) – Earth Style: Dome Prison

Rank: S
Type: Supplementary/Defense
Range: Short-Mid
Chakra cost: 40
Damage Points: 80
Description: This jutsu is used to trap an opponent in a dense dome of rock that rises up and imprisons the them, which can be further manipulated so that spikes will protrude from the inside of the dome piercing the target. The spikes cannot penetrate targets of greater density.
*Note: Can only be used 3 times per battle.
*Note: No S rank earth techniques the following turn.
*Can only be taught by McKnockout


Earth Diamond Drill
(Doton: Tsuchi Kongouseki Doriru) - Earth Diamond Drill

Rank:A
Type:Attack
Range:Short-Mid
Chakra:30
Damage:60
Description: User gathers earth sediments from ground and revolves them around fist and forearm at a tremendous speed. Using mastery of charka control user adds chakra compression upon the sediment and the heat gathered by it's extreme velocity the sediment is turned to diamonds. The diamonds surround the the entire fist and forearm. Drill is nearly indestructible being made of diamonds.
*Only Usable with Goro Kaguya's Permission*


Earth Style : Earth Crack
(Doton: Koudo Hibi) - Earth Style : Earth Crack

Rank: A
Type: Offense/Defense
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The earth user hardens his hand and then punches the ground, the earth start shaking, creating an earth quake and unbalancing the opponent and simultaneously creating a huge crack of width 10m in the direction in which the user has hit the punch..
Note: This jutsu can only be used 3 times a battle.


Earth Release: Stone Scout
(Doton: Ishi Sekkou) Earth Release: Stone Scout:

Type: Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 20 (+10 Per-Turn)
Damage points: N/A
Description: The user picks up a small rock and molds it into a bird, the bird then fly's high in the sky and scout's the battle field. the user's and Stone Scouts vision's are linked.
Note:
-This Jutsu can only be taught by Serpent



*All these techniques were given to me before 24th February 2012
 
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Lightning


Lightning Release: Electric Explosion
(Raiton: Denki bakuhatsu) Lightning Release: Electric Explosion

Rank: S
Type: Offense
Range: Short-Mid
Chakra Cost:40
Damage Points: 80
Description: The user starts by sending large amounts of raiton chakra above the palm of their dominant hand and then concentrating it into one tiny ball. Then the user throws the ball at high speeds at the opponent and as it reaches the opponent the user detonates the ball, causing an explosion that effects anything within short to mid range. Direct contact is fatal while being in the blast range causes paralyzation.
~This Jutsu can only be used twice per battle
~This Jutsu can only be used every 2 turns
~Can only be taught by Naruto41698
~The user can't use any Lightning Jutsu until they can use this jutsu again


Lightning Release: Internal Lightning Shock
Lightning Release: Internal Lightning Shock (Naibuteki raikou dageki)

Rank: S
Type: Attack
Range: Short
Chakra Cost: 40
Damage Points: 80
Descriptions: The user charges a large amount of raiton chakra into their fingers they then stab their fingers into an opponent at close range releasing the raiton chakra violently shocking the opponent's internal organs causing organ failure
~Can only be used once per battle~
~Can only be used by me and who I teach~


Lightning Release: Lightning Cannon
(Raiton: hekireki taihou) - Lightning Release: Lightning Cannon

Rank: S
Type: Attack
Range: Long
Chakra Cost: 40
Damage: 80
Description: The user points both of his palms together and gathers his lightning chakra in his palms while leaving a distance between them then the user uses shape manipulation to form the lightning into a very condensed sphere of lightning energy that's more condensed than the Rasengan and has the same shape, then the user release the lightning chakra all at once in the direction of the desired place releasing a large beam of lightning that thrust at fast speed in the direction of the opponent.
- 3 times per battle
- No Lightning techniques higher than A-rank for 2 turns
- Can only be taught by ~Crow~


Raiton Release: Blades of Honor
(Raiton: Keshi Makuga Hara) - Raiton Release: Blades of Honor

Rank: S
Type: Offense/supplementary
Range: Long
Chakra Cost: 40
Damage Points: 80
Description: The user will channel Raiton chakra into the earth, channeling it underneath the ground, and with one handseal, spears or lighting will errupt from the ground, under the opponent, stabbing him from underneath.
Note:
-Can be used up to 1 times in a battle.
-doujutsu's can see through ground and can respond to it.
-Only those who has mastered Raiton can use this.
-You can't use any other lightning jutsus in the same turn, hence it will take up all your Raiton chakra.
-In the next turn, you can't use any higher then a B-ranked lightning justu
-Can be taugh only by Dr. House


Lightning Style: Tri-Tomoe
(Raiton: Mitsudomoe) Lightning Style: Tri-Tomoe

Rank: S
Type: Offensive
Range: Mid-Long
Chakra Cost: 40
Damage Points: 80
Description: After weaving the required handseals, the user will then focus their raiton chakra into their palm, using shape manipulation to create three tomoe's of lightning, connected in a triangular formation by smaller bolts of lightning. The user will then throw the triangle in a simmilar fashion to how Naruto throws the Rasenshuriken in Sage Mode. When the triangle makes contact with another object, it will errupt into a pillar of lightning one foot in diameter, streatching into the heavens.
Note: ~Can only be used twice per battle
~Can only be taught by Sharingdork


Lightning Release: Lightning Rider Jutsu
(Raiton: Raikishu No Jutsu) Lightning Release: Lightning Rider Jutsu

Type: Supplementary
Rank: C
Range: Short-long
Chakra Cost: 20
Damage Points: N/A
Description: The user focuses lightning chakra into his/her feet, extends and rides it at extreme speeds from one point to another. As long as the user is touching a physical object, he/she is capable of moving in any direction he/she pleases.(If used with a short range attack, add +5 damage)
Note: Must be touching a physical object.
Note: Because of the extreme speed that this jutsu provides, the user can only distinguish objects as a blurred version of the object.
Note: Can only be taught by Uchiha91.



*All these techniques were given to me before 24th February 2012
 
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Wind


wind style: hand of wind
Fuuton:kaze hando|wind style: hand of wind|

Type: Offence/defence
Rank:S
Range:short
Chakra:40
Damage:80
Description: The user concentrates fuuton chakra into his hands creating a vortex of wind around his hands.This vortex of wind is as sharp as a blade.Now the user can attack the his opponent only head on and he can use his hands to defend even against lighning justsu's of rank S and below and it can also be used to deflect kunai's and shurikens
NOTE:
can only be taught by igneel
no hand seals required
cannot use any wind jutsu of A rank and above for 2 turns
Can only be used three times


Wind Release: Wind Whip Vortex
(Fuuton: Kaze Kei Kadou) Wind Release: Wind Whip Vortex

Type: Attack
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user will begin to compress a large amount of chakra into their hand, forming it into a whip made out of the wind. The user will then swing the whip towards the opponent, releasing multiple vortexes of wind towards him.
Note:
-After the vortexes are released the whip will dissipate
-can only be used 3 times per match


Wind Release: Tigers of the Divine Winds
(Fuuton: tora no Kamikaze) Wind Release: Tigers of the Divine Winds

Type: Offensive
Rank: S
Range:Short-Mid-Long
Chakra Cost: 40
Damage Points:80
Description: After a series of four handseals, the user will release his chakra on the atmosphere, shaping the wind from his surroundings into 4 tigers. The tigers then will run at high speeds towards the opponent (at approximately the same speed of a living healthy tiger). The user predetermines where and how the tigers will run towards the opponent, then after releasing the tigers, the user is unable to alter their curse, as they go auto. When the tigers (or the closest tiger) come(s) into short range of the opponent, he/they launch himself/themselves like a torpedo, rotating at high speeds slashing and hitting the target.
-Can only be used twice per battle
-No other wind related techniques on the same turn and the following
-Can only be taught by Gin-San



*All these techniques were given to me before 24th February 2012
 
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Fire


fire release: flame whip
(katon: kouen kei) fire release: flame whip

Rank: A
Type: Attack
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60 (additional 15 to make it whip)
Description: the user preforms 3 handsigns then shoots a long flame out of his mouth that looks similar to a flamthrower however by doing one more handseal you can make the flame can whip making it extremly difficult to dodge this jutsu
-if handsign is done before hand can hit someone trying to dodge with hurrican fist or doton pillar
-can only be taught by foamy


Fire Style: Flying Birds
(Katon: Hisan Chourui) - Fire Style: Flying Birds

Type: Attack
Rank: A
Range: Mid Range/Long Range.
Chakra Cost: 30
Damage Points: 60
Description: The user focuses his fire chakra into the dominant hand waving it tords the opponent(s) releasing a wave of fire after the wave is directed at the opponent(s) the user forms the 'serpent' hand seal so out of the wave forming ten birds of fire that explode upon hitting the target(s).

♦ Note: Can only be used trice per battle.


Fire Release: Hot Pursuit
(Katon: Pirittokuru no Tankyuu)|Fire Release: Hot Pursuit

Rank: S
Type:Attack/Defense
Range: short/long
Chakra cost: 40
Damage points: 80
Description:The user gather huge amount of katon chakra ,As he feel it he put it into his hand,As the chakra channel into his hand he make dragon and tiger hand seal then he slam his hand into the ground ,as he touch the ground with his hand he release the chakra into the ground creating alot of falme pillars that go towards the enemy into a line shape till it hit him
-can only be used 2 times per battle
-can't use any Katon jutsu on the same turn and Katon above A-Rank on the next
-must master katon and aact
-can't use it on the next turn


Fire Release: Fire Grass
(Katon: Kaisu No Kusa)-Fire Release: Fire Grass

Type: Attack, Supplementary
Rank: A Rank
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user makes three hand seals and then manipulates the ground within a mid-range of them to have small, hot flames come out of the ground around them. The fire is hot enough to severely burn and damage the feet/other body parts of those who touch it. By regulating where they stream their katon chakra, the user is able to exclude certain areas from being set ablaze. Ex. The area beneath their feet.
Note: The fire will burn for two turns.
Note: Once created, the user isn't able to manipulate the fire so that it quits burning a certain area.
Note: Can only be used once every four turns.
Note: It takes a certain time before the flame reach a high enough temperature to severely burn the oppononent, leaving a small gap to react accordingly.


Fire Release: Fire Prison
(Katon:kasai hitoya) Fire Release: Fire Prison

Rank:A
Type:Supplementary
Range: Short
Chakra:30
Damage:N/A( +10 if they touch the fire)
Description: This jutsu is used to trap a victim inside a virtually inescapable dome of fire.The user will gather his fire chakra in his hands, slamming them into the ground forming a ring around the opponent. The user will then make it rise forming a dome around the opponent. Not only will this trap the victim but it will burn the oxygen inside so if the opponent doesn't escape in three turns, he will run out of breath and die.
-Jutsu can only last for three turns
-Can only be used or taught by Taiketsu Namikaze
-Can be escaped by jutsu like "Hide like a mole" or with a powerful water jutsu


Fire Release: Flame Burst
(Katon: Kouen Heki) Fire Release: Flame Burst

Type:Attack/Defend
Rank:S
Range:Short
Chakra:40
Damage Points:80 (-15 from heat exhaustion)
Description: The user will chanel fire chakra into his/her sword, causing fire to surround it. After the first step is done, the user will thrust the sword into the ground causing a fire burst to rise up and around the user and comrades, protecting the people from incoming attacks from any direction except above. The fire is hot enough to burn a person who touches it alive.
Notes:
-Technique is active as long as the sword is in the ground. Once pulled out the technique cancels in seconds
-Usable twice


Fire Release: Fire Spin
(Katon: Hi Jiten) Fire Release: Fire Spin

Type:Attack
Rank:B
Range:Short-Long
Chakra Cost: 25
Damage Points: 40
Description:After forming a couple of hand seals the user spits a vortex of fire from his mouth that is in the form of a spiralling vortex however it doesnt trap the opponent, it just hits the opponent unless he or she dodges it.
~Can only be taught by DeanMinatoNamikaze.


Fire Style: Blazing Sword Wall
(Katon: Bureijingu ken no kabe) Fire Style: Blazing Sword Wall

Rank: S
Type: Defence
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: The user streams their fire chakra along their sword to set it ablaze then the user strikes the ground and releases the chakra from the sword and shape manipulates it to form a wall of fire around him. This wall can block upto A-rank techniques of any element and the wall maintains after the sword is removed from the ground.
- Can only be used 2 times per battle.
- Can only block upto 1 only A-rank technique of any element. However, it is cancelled by an A-rank water technique.
- No fire techniques 2 turns after.
- Lasts for only 2 turns.
- The user cannot use any techniques of any form because he will have to concentrate to maintain the wall for the 2 turns.
- Can only be taught by Dean Kaguya.
*Best used after using a clone jutsu*


Fire Style: Blazing Sword Dance
(Katon:Bureijingu no ken no mai)Fire Style: Blazing Sword Dance

Range: S
Type: Attack
Range: Short - Long
Chakra Cost: 40
Damage Points: 80 (- 10 to user)
Description: The user release his fire chakra into his sword to set it ablaze, then he spins around whilst releasing three medium-sized waves of fire from the sword to hit the opponent. This takes the user full attention so he cannot do anything whilst spinning and whilst he's spinning he leaves himself open for a counter attack.
- The user cannot use any fire jutsu 2 turns after.
- Can only be used 2 times per battle.
- Can only be taught by Dean Kaguya.
*Best used after using a Clone technique*


Fire Style: Rebellion wrath
(Katon: doki no Rebellion) - Fire Style: Rebellion wrath

Rank: S
Type: Attack
Range: Short- Long
Chakra Cost: 40
Damage: 80
Description: The user grabs his Rebellion and concentrates a massive amount of fire chakra into it , then makes a crescent shaped pattern with rebellion horizontally or vertically while releasing the fire chakra causing a large cresent shaped wave of fire that races in the desired location.
- 3 times per battle
- The user loses the ability to block fire techniques when using this 3 times.
- The user can't enhance the damage of a fire technique any further when using this 3 times.



*All these techniques were given to me before 24th February 2012
 
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Migualon J.J.

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Earth/Wind Release: Needle Turret
(Doton/Fuuton: Nīdorutaretto)- Earth/Wind Release: Needle Turret

Type: Attack
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage: 60
Description: The user slams his hands on the ground and raises a 10x10 block of earth from the ground with many small holes in it that shoots countless needles of earth in any direction that are cloaked in wind to greatly increase their speed and piercing ability. As long as the user's hands stay on the ground, the turret can continue to fire. The user can use the same turret again later but it will count as another move.
-Can be created 3 times per battle
-No A-rank or higher wind and earth the turn after use


Lightning/Earth Style: Circular Saw
(Raiton/Doton: Enkei Nokogiri)- Lightning/Earth Style: Circular Saw

Type: Attack
Rank: S
Range: Short - Long
Chakra cost: 60
Damage Points: 20x3
Desription: User Creates a Lightning Disk, making it slightly larger, and instead of throwing it aerially at an enemy hauls it to the ground. The Lightning Disk acts as a Circular Saw, that splits into 3 different smaller Lightning Disk that follow one after the other with a 1 foot gap in between each.
Note: Can only be taught by Loki.
Note: Can only be used 1 time per battle.



*All these techniques were given to me before 24th February 2012
 
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Migualon J.J.

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Bartholomew Paw Paw Arts


Paw Arts: Repel
Paw Arts: Repel (Nykyujutsu: Oshi)

Rank: B
Type: Attack/Supplementary/Defense
Range: Short-Long
Chakra: 20
Damage: 40
Description: This technique is a very simple technique that nearly all bartholomew clan members can use. The user puts his paw on a boulder(or if applicable one of the opponents jutsu) and using the power of his paws he repels the boulder. When this happens the boulder goes off into the air behind the user instantly disappearing from view. The user can choose the location of where he wants the boulder to land(without stating it) and in 4 turns the boulder lands there. This technique can be used for attacking by simply having the rock come down and hit the opponent on the back of his head in 2 turns time. For defense the user can have the boulder appear in front of him to stop an opponents jutsu(Only B rank and under).
~This is only an example of the techniques usage, the ability of the paws is to repel anything. Obviously the user can't repel a lightning, fire or wind jutsu without taking damage, however if he wants, he can however he takes 20 damage to his paws and he can't use his paw abilities for 2 turns.
~This technique can't be used to teleport other people to desired locations.
~The boulder can be in the air for as long as the user pleases. Meaning it could be more than 24 turns if he wishes.


Paw arts: Slapping thrust pressure cannon
Paw arts: Slapping thrust pressure cannon (Nykyujutsu: Tsuppari Pad Hō)

Rank: A
Type: Attack
Range: Short-mid
Chakra: 30
Damage: 60
Description: Bartholomew clan members first plant both their feet firmly on the ground by means of a sumo-style foot stomp. Then, throwing their palms forward multiple times, they fire a vast number of "pressure shots" at the enemy. The way they push their palms forward and the stance they take while performing this technique resemble those used commonly in sumo wrestling. Tsuppari is a thrusting open-handed strike about the upper chest and face, a technique in Sumo.
~3 times per battle
~no paw arts 2 turns after usage
~The pressure shots move extremely fast, only sharingan of 3 tomo can predict them or any other sensoring ability.
~Because The stance is sumo-style one must remain completely still to preform this technique. Leaving him/her open to attack.
~only three tomo sharingan can predict and avoid the pressure shots.


Paw Paw arts: Pressure cannon
Paw Paw arts: Pressure cannon (Nykyujutsu: Pad Hō)

Rank: S
type: Attack
range: Short-long
Chakra: 40
Damage: 80
Description: Bartholomew clan members repel the air around them, sending a devastating shockwave toward their opponent. The shockwave can travel directly through the body of the victim and continue into the distance, leaving paw imprints in its wake. Anyone and anything that is in the path of the blast receives Extreme damage.
~3 times per battle
~Only one other jutsu in the same turn
~no paw jutsu for the following turn


Paw Arts: Pulsus Coration
Paw Arts: Pulsus Coration (Nykyujutsu: Chiyu Oshi)

Rank: S
Type: Supplementary/attack
Range: Short-long (If the bubble is directed at the opponent)
Chakra: 40
Damage: 80
Description: Bartholomew legends will put their hand on themselves or their kinsmen and using the power of their KG, they "push" any pain and exhaustion that they have endured through the entire battle. Once done, a huge red air bubble in the shape of a paw appears behind the person, containing all the pain and exhaustion extracted, which can be then redirected to a new person. If the bubble happens to burst without touching anyone (if hit with a strong enough power [S rank and above]) the damage inside the bubble will revert to the user of the technique(despite it's origine).
~This jutsu can only be done 1 time per battle, and the chakra strain will only allow the user to perform 2 jutsus in the next turn.
~If the user pleases he can direct the bubble at anything, whether it be the opponent or even a simple tree, once the bubble comes in contact with it, depending on the bubbles size, it will explode.
~No other Paw jutsu for the rest of the battle
Note: Pulsus Coration means Healing Push, in Latin.


Paw arts: Ursus Shock
Paw arts: Ursus Shock (Nykyujutsu: Urususu Shokku)

Rank: Forbidden
Type: Attack
Range: Short-Long
Chakra: 50
Damage: 100
Description: Bartholomew Legends gather air with their palms and compress it into a giant bubble which resembles a paw-print. Once the bubble is compact enough to fit within their hands, they releases the compressed air and sends it toward his opponent. The air quickly decompresses, causing a massive explosion in the form of a bear paw. This technique has the power to destroy entire islands near instantly. However the drawback is that it takes a considerable amount of time to compress the air and the user must remain completely still, But once the technique is launched it is nearly unavoidable, as the size and speed of the explosion is great, if the opponent isn't able to block it during the Compression time, he/she has only few instants to preform a jutsu to counter it. Nevertheless, the jutsu itself is basically a chakra explosion.
~Takes 1 turn to compress the air
~Once the user sends out the bubble, it travels to the opponent extremely fast. Furthermore it has been compressed so much that it is invisible to the naked eye(due to it being so small). Any doujutsu can easily see it though. And chakra sensor.
~While the user is compressing the air he must remain completely still
~does 40 damage to the user as it requires extreme concentration.
~Only one other paw jutsu for the rest of the battle
~Only 2 jutsu in the following turn
~No more forbidden rank techniques for the rest of the battle


Paw Arts: Train Wreck
Paw Arts: Train Wreck (Nykyujutsu: Tore-n Keigei)

Rank: S
Type: supplementary
Range: short-mig-long
Chakra: 40 (short rang movement=+10 mid range=+20 long range=+40)
Damage: n/a
Description: This is a very complex jutsu the bartholomew clan members use, The jutsu itself has two variates. The first is simpler but harder to use, so hard in fact that only bartholomew clan legends can perform it. The user will place his paw on his own body, using the power of the paws he will literally repel his own body to a desired location. Because of the immense speed of the repelling, it appears that the user is literally teleporting to a desired location. However this is not the case, the user is actually repelling himself, thus moving(not actually walking like the second variate of the jutsu) at extremely fast speeds to the desired location. Almost as fast(but not quite as fast) as madara's teleportation. The second variate of the jutsu is more complex but easier to use, The user will use the powers of the paws and repel the friction in the air. They then simply run without friction. Despite their weight most Bartholomew clan members are surprisingly fast, so if they were to run without friction, in fact if anyone were to run without friction their speeds would be insanely fast.
~both variates of the technique can only be used 2 times per battle (meaning overall 4 times). 2 for the near-teleportation and 2 for running without friction)
~The first variate of the technique can only be used by bartholomew legends
~only one paw arts jutsu in the same turn
~after usage the user must wait 3 turns before he can use it again
~running without friction can only be used in mid range as it requires immense concentration
~no S ranks in the following turn


Paw Paw Arts: Impact Dial
Paw Paw Arts: Impact Dial (Nykyu Nykyu no Mi: Inpakuto Daiaru)

Rank: A
Range: Short
Chakra Cost: 30
Damage Points: Varies
Description: The user takes advantage of their paws and, upon physical contact, any impact is absorbed instantaneously. This is seen by the clan members as an invert push. The impact is stored on the paw until the user is able to catch his opponent off guard, striking them with the full power of the absorbed technique.
*The user can simultaneously preform a Paw Paw technique to add damage*
*Can only absorb techniques one rank above maximum, higher than that, the paw will take half of the damage, and will be useless for 2 turns*
*Can only be used once every 2 turns*
*The absorbed attack will loose the impact, which is to say all the momentum. Energy attacks (such as Fire or Lightning) will behave the same way, but will only be harmless to the user if it's a technique of the same rank, following the above mentioned drawback for S rank, while Forbidden techniques aren't affected at all*
*Can use it only 3 times per battle for S ranks or 4 for A*


Paw Paw Arts: Paw Amplification

Nykyu Nykyu no Mi: Nykyu Engi - Paw Paw Arts: Paw Amplification

Type: Sup
Rank: S
Range: Short
Chakra: 40
Damage: N/A(adds a level to every paw
jutsu except F-ranks)
Description: The user after making 3 handseals gathers large amount of chakra while synchronizing their spirit with their paws, this is followed by cladding their paws in several layers of paw shaped bubbles with the outer layer vibrating on a microscopic level. the bubble is totally unseen to eyes except from doujutsu as the bubbles are not chakra itself but pressurized air. while the bubbles are completely formed which takes 3-4 seconds, This corrects the weakness of the paw. After rigorous research and practice, bartholomew clan leaders now find a way to go beyond their paw's weaknesses whereby making this modification thus with this, they negate the paw's weakness being unable to repel fire, lightning making this modification allows the paw through the use of paw techniques to be able to repel normally, intangible/energy based elements without taking any damage. Lastly since every paw jutsu requires the user to use his paws and due to the amplification of the paw, the enhanced paws gives a power boost to every paw technique used thus increasing every paw technique except for forbidden ones by a rank. eg: A-Rank Paw + Modification = S-Rank Paw

NOTE
-useable only once
-Lasts for 4 turns
-After mode ends, user can't use paws for 2 turns
-only accessible to bartholomew legends

*Learned it


Paw Paw Arts: Grand Exorcism
Paw Paw Arts: Grand Exorcism (Nykyu Nykyu no Mi: Soudai Yakuotoshi)
Rank: S
Type: Supplementary/Defense
Range: Self/Close
Chakra: 40
Damage: N/A
Description: After creating the sacred "Pulsus Coration", Bartholomew created another which is a more supplementary approach but still impinging the usage of paws on oneself. Grand exorcism according to its name, is grand and with the usage of the paws push/repel ability the user is able to acquire more efficient use though not as powerful as curing yourself in regards to Pulsus Coration but it is as potent in more effective ways than the latter. The user would place their paw on themselves or their comrade and using the power of the KG, they push away fear, fatigue(tiredness), induced foriegn substance and foreign chakra. Once done, a huge yellow air bubble in the shape of a paw appears out of the person, containing all the Fear, fatigue and foreign chakra/substance thus while instantly gaining freedom from some jutsus(Genjutsu, sakki, poison and induction from foreign chakra), the user also gains x2 in agility, reflex and reaction time
which lasts for 2 turns. However, unlike "Pulsus Coration, the bubble cannot be directed towards anyone/anything as the yellow bubble would vanish into nothingness once it is completely out of the user.
++Note++
~Useable only 2x per match by Normal Bartholomews while Legends are able to use this upto 3x
~2 turns in between usage for Normal Bartholomews while Legends and above have only one turn inbetween usage but as soon as they use this after one turn, the 2x power-ups(reflex, reaction time and agility) refreshes and would not add up.
~Cannot be used to push out pain and enormous fatigue(exhaustion)

*Learned it
 
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Migualon J.J.

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Custom Weapons


Caliburn
(Caliburn) - Caliburn
Type: Weapon
Rank: S
Range: Short
Chakra cost: 40 (+20 to transform it)
Damage Points: 0
Describtion: This weapon was forged by Archangel Michael originally as Katana for Migualon J.J. when he created and mastered Style Of Tekken so that he wouldn't have to enter that state while being still able to use special Tekken techniques. But than Michael made a "mistake" when forging it and it became unstabble in it´s form. Michael and Migualon were making a lot of tests on it and than they noticed that it can change form into different weapons when infused with chakra. This weapon has 4 different forms, which are Katana, Sword, Staff (possible to use shape manipulation to make spike on 1 end of it), Shield and Spear (as 1 form).

All 4 Forms:

Katana
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Sword
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Staff (just that staff)
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Spear And Shield (shield can only protect from weapons)
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*Can only be wielded by Migualon J.J. and those who mastered Style Of Tekken and obtained ~Mig J.J. Quiksilver~´s permission*
*Transformation into different form counts as 1 of the 3 moves per turn*
*It cannot be broken [if in form of Spear And Shield, the shield breaks, than it goes into Staff form with spear (shield can be broken by any jutsu of C-rank and higher)]*
*The user is able to use Tekken techniques when wielding this weapon without activating Style Of Tekken*
*It´s power can be increased with Normal, Wind, and Lightning Chakra (just like Sasuke increases power of his katana), it too can have Fire Chakra infused with it, in that case it is surrounded by flames which can be extuingiushed by even D-rank Water Jutsu (in this case it looks like on the picture with Katana)*



Students
PHP:
1. Korra. 
2. 
3. 
4. 
5. 
6.


Rebellion
Rebellion

Rank: S
Type: Weapon
Range: Short - Long
Chakra Cost: 40 (+ 30 for blocking each fire attack)
Damage: (20 base attack for normal use) (+15 damage to every fire based jutsu)
Description: the Rebellion sword is made out of a special metal that is able to use the user's fire chakra , it has a large white blade with a silver skull shaped handle ,it's worn on the user's back like Kakashi's sword when he was young , when the user channels his fire chakra into the blade, a fire Aura surrounds the white blade making the sword more lighter and enhancing the user with faster reactions and turning the blades color into bloody red, as long as the user is wielding the blade he can perform any fire technique with the use of only a single handseal, also by adding the +30 fire chakra of the user to the blade , the blade can block fire techniques up to A-rank negating the fire and absorbing it but still receives a certain amount of damage from the attack.
- Cannot be used without mastering the fire element.
- User takes -10 damage when absorbing a fire technique.
- Can only block fire techniques 3 times per battle.
- Can only be weilded by ~Crow~

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*Rebellion was given to me before 24th February 2012
 
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Kei Sekken - Strong World Taijutsu


"Kei Sekken" Strong World Reversal Blow
"Kei Sekken" Strong World Reversal Blow

Rank:B
Type:Attack|Supplementary
Range:Short
Chakra:25
Damage:40
Description: One of the basic counters those who train in Kei Sekken learn after raising their endurance in battle. After being hit by the opponent in any location above the waist line that doesn't inflict great pain (such as being hit in the neck, jaw, or other very vital areas), the user counters by grabbing the opponent's arm/leg tight between their tricep and side so that they are locked in place for a moment (more effective with leg as they also lose balance). The user keeps hold of the arm/leg and channels chakra into their other elbow to increase impact and damage; Then performing a very powerful elbow drop into their stomach that is so pwerful, it knocks them out of the user's grip and sends them plummiting into the floor. This causes tremendous damage to the opponent's torso possibly fracturing the rib cage if aimed for the chest.
Note:Can only be used after being hit by a technique up to D-rank or free form taijutsu. The user still takes damage from that technique but due to endurance, they can still pull this technique off.
Note: Exceptions are being punched or hit in vital areas such as the neck, jaw, etc.
Note: Does not work on opponents with higher durability/stamina/strength etc. if stated in bio (meaning they are stronger or more durable then the user is so this wouldn't work)
Note:Must be S-Class or higher to use.


|Kei-Sekken| Strong World Long Shot
|Kei-Sekken| Strong World Long Shot

Rank:B
Type:Attack|Defend
Range:Short-Mid
Chakra:20
Damage:40 (20 mid-range)
Description: The only ranged technique within the Kei-Sekken style. The user channels a nice amount of chakra into the arm that will be delivering the punch. The user will aim for the target and punch the air at a fast rate. As they punch, they release the chakra like a sling shot in the form of a condensed burst that shoots through the air like a cannon before laying an impact on the enemy capable of knocking them back with a serious injury on the impacted spot. The impact is capable of breaking small boulders,walls or other small obstacles. (Terrain created from a C-rank doton can be broken with this move [within reason])
Notes:
-Usable 5x
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|Kei Sekken| Hardening Touch
|Kei Sekken| Hardening Touch

Rank:B
Type:Supplementary
Range:N/A
Chakra:20
Damage:N/A (+5 to taijutsu due to hardened attack)
Description: A technique used in conjunction with taijutsu. The user coats his/her attacking limb in a flexible chakra capable of channeling any of the 5 natures while hardening that particular limb, making it feel like rock. When in contact with an opponent who for instance changed their body into water or hardened it through earth release, once this flexible chakra comes into contact with the opponent's body, it takes on the enemy's properties allowing the user to effectively hit the opponent regardless of their new defense while also doing extra damage due to the hardened limb.
Notes:
-User must know and have mastered all chakra natures up to B-rank.
-Doesn't work against defences of A-rank and above
-Can't be used on defences made of a KG
-Usable 5 times and last as long as the taijutsu technique used
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Kei Sekken: Strong World Break Away
Kei Sekken: Strong World Break Away

Rank:A
Type:Supplementary|Defense|Attack
Range:Short
Chakra:30
Damage:60
Description: When confronted by a dangerous taijustu "that the person can follow and counter", the strong world user counters by blocking the attacking limb with an opened palmed thrust through exerting chakra to slow down and degrade the force of the attack while hopping above and performing a hand stand on the opponent's head; grabbing the opponent's head with all their might to keep them in place while not being shooken off, also giving a little agony to the opponent. The user spins in place above the opponent, building up force while charging their attacking leg with chakra. The user then hops off the oponent's head while turning and flipping 180 degrees(to bring the user infront of the opponent and bring his/her leg closer to the opponent), performing a straight forward kick to the opponent's head while releasing that chakra creating a force capable of sending the opponent flying a range back, also dealing sever damage capable of breaking someone's neck.
Notes:
-Only able to counter A-rank taijustu "That the user can follow and counter effectively"
-Doesn't work if the first phase of the taijutsu is already a deathly blow.
-Usable 4x


*All these techniques were taught to me right here in this thread:
 
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