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Ototon/Suiton: Ekitai kyōki | Sound/Water Release: Liquid Madness
Type: Offensive
Rank: S rank
Range: Short to Mid
Chakra: 40
Damage: 80
Description: Liquid Madness is a combination technique that bases its principle on the fact that sound travels faster through the water than through air due to the dense packaging of molecules. After a simple handseal, the user will perform a raising movement with his right hand while shape manipulating the gathered water chakra. A halfdome made of dense water will materialize from the bottom to the top, around the opponent with width of 10m and height of 5m. The water is dense enough to constrict the opponent and since it quickly forms around his legs first, it constricts him in the place. In a fluid motion after raising his right hand, the user will punch through the air with his left hand, releasing a powerful blast of high frequency sound chakra in the form of a swirling soundwave that will hit the halfdome. As soon as it gets in contact with the water, it disperses within a moment, in an unfocused manner throughout it, damaging everything caught within the water. Due to the high frequency, the soundwave has a lot of destructive power, but since the water is not a solid it is unharmed by the sound and only used to amplify its power by spreading it faster and more violently. Each part of the technique is A ranked and they comply with their strengths and weaknesses in regards to other elements. It is worth to notice that the water forms so fast that it finishes its materialization by the time the user fluidly swings his left hand in order to release the soundwave. This is the reason why the technique is so fluid and easy to perform.
Note: Can't use S rank Sound and Water techniques in the same turn
Note: Can only be used 2 times per battle
Note: Counts as 2 moves per turn
Note: Only McRazor can teach this
A combination technique that lets you constrict your opponent and attack him at the same time, in a fluid motion. You can from there dome around the opponent up to mid range, however, the dome has only a 10m radius. This means thst if you use it on an opponent at mid range, the sound blast will have to travel a while though the air before it hits the water. So, it is best used within short range, since you can immediately blast the water. Once you release the sound into the water, it travels though it and gets amplified, dealong a large amount of damage to the opponent.