Sound with Barney

McRazor

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All clear.
Ototon/Genjutsu: Doppurā kōka | Sound/Illusionary Arts: Doppler Effect
Type: Supplementary
Rank: B-Rank
Range: Short-Mid
Chakra: 40 Chakra
Damage: N/A
Description: After shooting or throwing a projectile or ninja weapon, the user uses the sound of the moving object as a trigger for a powerful illusion. The sound of the object would not be enough on it's own to trigger the illusion, so the user has to use his chakra in order to amplify the sound. The powerful illusion consists of tricking the opponents hearing, using the basic principle of incoming sound, called Doppler effect. The doppler effect works by making the sound of an incoming object much louder than it is, as it's moving away from the person. This happens because the sound waves of the incoming object get shorter and shorter as it's getting closer to the listener and longer and longer as it's receding. Using his ability to control sound with his chakra, the user would disturb the opponents chakra flow, causing confusion in his hearing and making incoming objects appear much closer. Using the genjutsu he can also make the opponent hear the object coming from behind, or any other side of choice. The purpose of this genjutsu is to effectively confuse the opponent and trick his senses, making him unsure whether to trust his hearing or vision, giving the user a short window to take advantage against the opponent.
Note: Usable only twice per battle
Note: Only McRazor can teach this

Doppler effect. As I explained in the description it basically takes the sound of an object and shifts it around the battlefield at your will. You have full control of the direction of the sound which should hopefully confuse the opponent. However, through the usual meta-gaming the opponent will most likely ignore the sound and try to defend against the incoming object. When I made it, I thought about throwing kunai and simple stuff like that, but it can work on any object and by that I mean anything that produces sound. Water splashes, wind makes a whoosh, lighting and fire crackle and earth sounds like, well, earth. >_> Either way, it's applicable to anything and it's to confuse the opponent, simple as that. The short-mid range is the area it can affect an opponent while the sounds itself can be up to long range, basically anywhere on the battlefield.
 

-Cobalt-

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Uuuuh customs *_*.

I love this one. Basically I can manipulate their hearing ability to make them hear something from any direction while the actual thing is in the (not necessarily) opposite direction. Love it. No questions.
 

McRazor

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Uuuuh customs *_*.

I love this one. Basically I can manipulate their hearing ability to make them hear something from any direction while the actual thing is in the (not necessarily) opposite direction. Love it. No questions.
Yesss.

Ototon: Kussetsu | Sound Release: Refraction
Type: Supplementary
Rank: A-Rank
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user can use his sound chakra in order to refract a soundwave that he already performed by altering the transmission medium, i.e air. After performing a sound jutsu the user can thicken or thin out the air in the path of the jutsu in order to redirect it, mostly if the opponent tries to dodge it or to dodge incoming projectiles. He can do this twice in a quick succession but with the double chakra cost. Since he's altering soundwaves he has to be really quick and have complete sound mastery. To perform the technique he can snap his finger if he's altering the soundwave at short range, or a handseal if it's at medium range.
Note: Can refract soundwaves up to (including) A rank
Note: If refracting twice in a quick succession then only up to B rank
Note: Usable thrice per conflict
Note: Only McRazor can teach this

What you do is basically redirect the soundwave. It's a very fast technique and considering how fast sound is, I'd say it's possible to follow up with this one before the opponent even reacts. However, to do that you'd need some kind of confirmation about what he's about to do, or you could just blast a sound wave in your previous turn and wait to see his response and then redirect it. You can redirect it twice to circle an obstacle like a earthen wall or a wind shield or something along the lines.
 

McRazor

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Another useful one. All understood.
Ototon: Hirō | Sound Release: Exhaustion
Type: Supplementary
Rank: A-Rank
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: After performing a handseal, the user hums an infrasound wave and directs it at the opponent. Infrasound waves have frequency below the 20Hz that human ears can hear. This frequency has, specifically, 5Hz because of its unique effects on the human body. Because of its short frequency it causes exhaustion, shortness of breath and even nausea for a short period of time. It happens because it affects the opponents lungs and causes the air to rapidly and intensively move in and out, distupting his regular breathing patterns, which in return jumpstarts all the other effects.
Note: Effects last for 1 turn
Note: Can only be used twice per battle
Note: Only McRazor can teach this

My favorite. Simple and awesome. You perform a sound and hum a sound that has a very low frequency which can't be heard by the opponent. The hum is very short, a second at most so you have time to perform other techniques afterwards. You're humming through your nose, with your lips closed so he doesn't see anything other than the handseal but since he can't see nor hear the soundwave he can wonder whether it's genjutsu or something else. However, he will feel the effects immediately. The sound causes the air in his lungs to vibrate rapidly which forces all the tiny molecules of air out of the lung and preventing it to be transferred into the bloodstream. This causes the opponent to feel dizzy and exhausted as well as nauseated for a turn. This will also effectively disrupt all techniques that require the opponent to inhale in order to release the technique. It doesn't really have a clarification on the strength of the effects in terms of preventing certain skills but everyone will agree that dizziness and exhaustion will prevent you from performing a long sequences of handseals and very complex jutsus. It can affect only one opponent.

Here's an example how to use it effectively.
 

McRazor

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This is getting better and better. All clear once more.
You can't even read that fast. Liar. U_U

Ototon/Genjutsu: Furasshu-Gurō | Sound/Illusionary Arts: Flash-Taunt
Type: Supplementary
Rank: B-Rank
Range: Short
Chakra: 20
Damage: N/A
Description: Flash-taunt is a close combat, sound based genjutsu. It's special because of its characteristic to be triggered rather quickly, while in close, hand to hand combat. To trigger the genjutsu, the user will focus an amount of sound chakra into his bladed weapon or his limbs and engage into a fight. The moment his weapon or limbs collide with his opponent's, they would release the usual sound (clash of metal weapons or a dull thump of limbs) with infused sound chakra, causing the soundwave to spread and trick the opponent into a genjutsu where the user flashes from his previous position, appearing right behind the opponent, with a sharp kunai pointed at his neck, aiming at his spine. In the illusion the user stabs his kunai in the opponents neck, causing pain and slight momentary loss of limb function. Off course the illusion is momentary and it will happen at the speed a ninja would be otherwise able to perform the same movement in reality. However, because it masks the users real presence, its exceedingly useful to deliver severe blows unnoticed.
Note: Usable only twice per battle
Note: Only McRazor can teach this
Note: Cannot use any other technique while using this nor can the opponent be attacked with Ninjutsu when he is caught in the illusion

Simple. When you fight someone in close combat you use advantage of all the dull thumps when your limbs collide. Same goes for weapon and metal on metal clashes. You amplify that sound to place an illusion onto the opponent where you flash from your previous location behind the opponent. There he feels the cold of the kunai and you stab it into his spine which makes him lose limb function and limit his movements in reality. Regarding yourself in reality, your presence is masked and you're still in front of the opponent, left to deal the finishing blows. Notice that you can't use ninjutsu though. You'll have to put your hand to hand and weapon skills in use, which shouldn't be a problem.
 

McRazor

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Ok, posted here so we can continue. Time for new toys :cool:

You have the privilege to be the first to learn this.

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.
 

-Cobalt-

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You have the privilege to be the first to learn this.

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.
Omg this is so smexy. No questions, love this one to heaven.
 

McRazor

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ERMAHGERD this with francium is op
You're welcome.

Ototon: Gyaku Nagare | Sound Release: Reverse Flow
Type: Supplementary
Rank: A-Rank
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: This is a very unique and powerful technique because it requires the user to maintain a continuous stream of sound waves in order for the technique to work properly. The core of the technique works by striking an already created water technique of the user with a powerful but low frequency sound wave. In particular, the sound wave can be either 23 or 24 hz, which is barely what the human ears can hear. The best way to employ such a soundwave is to hum the sound because it requires the least amount of effort and allows the user to continue battling. The 23 hz frequency forces the water to act as if its flow is reversed which tricks the opponent into believing that the users technique has backfired at him and giving the opponent false sense of security, while in reality the technique is following the laws of physics and due to its momentum, rampaging towards the opponent. In the case of the 24 hz frequency, the technique seems as if it completely stopped with the purpose of confusing the opponent. The technique is not an illusion that is induced with chakra but rather a physical phenomena that happens when water is subjected repeatedly to such soundwaves. Since it's not an illusion, its main purpose is to act as one and to effectively confuse the opponent into believing he is placed in one. The user can alter only his own water techniques. This technique can be executed fairly easy because all it requires is a hum, thus being able to be used in conjunction with a previous water jutsu but with the requirement of one handseal.
Note: Can affect water techniques up to and including A rank
Note: Can only be used twice
Note: Only McRazor can teach this
Note: While humming it takes up one of the users three moves per turn to control the water


Alright, this one was made with water in mind. It allows you atrike your own water technique with a continuous hum that releases a specific soundwave. The soundwave affects the water in a specific way and you can see the details in the video. Basically, it can make it seem to the opponent as if the water technique is frozen while it's actually still traveling towards the opponent. Same way, it can even make it seem as if the water technique backfired, thus confusing the opponent. An important note, this is not an illusion in the sense of genjutsu, however, it is a visual illusion based on a physical phenomenon, thus why the opponent doesn't have anything to release himself from as it doesnt manipulate his chakra system but rather your own technique.
 

-Cobalt-

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So for example I use Water dragon and afterwards this technique, the dragon may seem as if it backfired rushing towards me but in reality it is still moving towards the opponent?
 
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