[Taijutsu Training] Skorm

Status
Not open for further replies.

Scorps

Active member
Supreme
Joined
May 23, 2008
Messages
25,974
Kin
613💸
Kumi
408💴
Trait Points
0⚔️
Ok, leg attacks are different from hand attacks because they generally are stronger but also put you into a bigger disadvantage as they consume more stamina, take up more balance and effort to perform and are more open to counter attacks as they are slower for the most part and more open than hand attacks.

Now, you have several types of kicks but this can be easily researched. So I'll simply post the overal definitions and descriptions of them.

Front Kick

Delivering a front kick involves raising the knee and foot of the striking leg to the desired height and extending the leg to contact the target. The actual strike is usually delivered by the ball of the foot for a forward kick or the top of the toes for an upward kick. Taekwondo practitioners utilize both the heel and ball of the foot for striking. Various combat systems teach 'general' front kick using the heel or whole foot when footwear is on. Depending of fighter's tactical needs, a front kick may involve more or less body motion. Thrusting one's hips is a common method of increasing both reach and power of the kick. The front kick is typically executed with the upper body straight and balanced. Front kicks are typically aimed at targets below the chest: stomach, thighs, groin, knees or lower. Highly skilled martial artists are often capable of striking head-level targets with front kick.
Roundhouse Kick

Not to be confused with the round kick or turning kick, this is the most commonly used kick in kickboxing due to its power and ease of use. In most styles, the instep is used to strike, though most Karate styles would allow the shin as official technique for a street fight. To execute, the attacker swings their leg sideways in a circular motion, kicking the opponent's side with the front of the leg, usually with the instep, ball of the foot, toe, or shin. Also performable is a 360-degree kick in which the attacker performs a full circle with their leg, in which the striking surface is generally either the instep, shin or ball of the foot.
There are many variations of the roundhouse kick based on various chambering of the cocked leg (small, or full, or universal or no chambering) or various footwork possibilities (rear-leg, front-leg, hopping, switch, oblique, dropping, ground spin-back or full 360 spin-back). An important variation is the downward roundhouse kick, nicknamed the Brazilian Kick from recent MMA use: A more pronounced twist of the hips allows for a downward end of the trajectory of the kick that is very deceiving.
Due to its power, the roundhouse kick may also be performed at low level against targets, such as the knees, calf, or even thigh, since attacking leg muscles will often cripple an opponent's mobility.
Side Kick

The side kick refers to a kick that is delivered sideways in relation to the body of the person kicking. It is one of the most adaptable kick, useful as both an offensive move and as a defensive counter to a blitzing opponent. There are two areas that are commonly used as impact points in sidekicks: the heel of the foot or the outer edge of the foot. The heel is more suited to hard targets such as the ribs, stomach, jaw, temple and chest. However, when executing a side kick with one's heel one should pull their toes back so that they only make contact with your heel and not with the whole foot. If a person hits with the arch or the ball of the foot, then that can injure the foot or break an ankle. A standard sidekick is performed by first chambering the kicking leg diagonally across the body, then extending the leg in a linear fashion toward the target, while flexing the abdominals.
Another way of doing the side kick is to make it an end result of a faked roundhouse. This technique is considered antequated, and used only after an opponent is persuaded to believe it is a roundhouse, and then led to believe that closing the distance is best for an upper body attack, which plays into the tactical position and relative requirement of this version of the side kick. In Korean, yeop chagi. In Okinawan te fighting, it is sometimes called a dragon kick. Some have called this side kick a "twist kick" due to its roundhouse like origins. This side kick begins as would a roundhouse kick however the practitioner allows the heel to move towards the center of the body. The kick is then directed outward from a cross-leg chamber so that the final destination of the kick is a target to the side, rather than one that is directly ahead.
Back Kick

Also referred to as a donkey kick, mule kick, or turning back kick. This kick is directed backwards, keeping the kicking leg close to the standing leg and using the heel as a striking surface. In wushu, this kick is called the "half-moon" kick but involves the slight arching of the back and a higher lift of the leg to give a larger curvature. It is often used to strike opponents by surprise when facing away from them.
Axe Kick

In Japanese, kakato-geri; in Korean, doki bal chagi or naeryeo chagi or "chikka chagi".
An axe kick, also known as a hammer kick, stretch kick, or thigh of obliteration kick, is characterized by a straightened leg descending onto an opponent like the blade of an axe. It begins with one foot rising upward as in a crescent kick. The upward arc motion is stopped, and then the attacking foot is lowered so as to strike the target from above. The arc can be performed in either an inward (counter-clockwise) or outward (clockwise) fashion.
A well-known proponent of the axe kick was Andy Hug, the Swiss Kyokushinkai Karateka who won the 1996 K-1 Grand Prix.
Butterfly Kick

The butterfly kick is done by doing a large circular motion with both feet in succession, making the combatant airborne. There are many variations of this kick. The kick may look like a slanted aerial cartwheel, and at the same time, the body spins horizontally in a circle. It begins as a jump with one leg while kicking with the other, then move the kicking leg down and the jumping leg up into a kick, landing with the first kicking leg, all while spinning. This kick involves also the arching the back backwards when airborne to give a horizontal body with high angled legs to the horizontal. It may also resemble a jumping spin roundhouse kick (developed by James 'Two Screens' Perkins) into a spinning hook kick, all in one jump and one spin although the difference is that both legs should remain in the air at the same time for a considerable amount of time.
First practiced in Chinese martial arts, the butterfly kick, or "xuan zi", is widely viewed as ineffective for actual combat. However, its original purpose was to evade an opponent's floor sweep and flip to the antagonist's exposed side or it may be used as a double aerial kick to an opponent standing off to the side. It is now widely used in demonstrative wushu forms (taolu) as a symbol of difficulty.
Calf Kick

This kick strikes with the backside of the calf. A variation which is known as the jumping calf kick is when the user jumps before performing the kick. This attack often takes the form of a sweep in clinching situations and is most often seen in MMA matches.
Crescent Kick

In Japanese, mikazuki Geri; in Korean, bandal chagi (반달 차기).
The crescent kick, also referred to as a 'swing' kick, has some similarities to a hook kick, and is sometimes practised as an off-target front snap kick. The leg is bent like the front kick, but the knee is pointed at a target to the left or right of the true target. The energy from the snap is then redirected, whipping the leg into an arc and hitting the target from the side. This is useful for getting inside defenses and striking the side of the head or for knocking down hands to follow up with a close attack. In many styles of T'ai chi ch'uan, crescent kicks are taught as tripping techniques. When training for crescent kicks, it is common to keep the knee extended to increase the difficulty. This also increases the momentum of the foot and can generate more force, though it takes longer to build up the speed.
The inward/inner/inside crescent hits with the inside edge of the foot. Its arch is clockwise for the left leg and counter-clockwise for the right leg. Force is generated by both legs' hip adduction. The inward variant has also been called a hangetsu geri (Half moon kick) in karate and is employed to "wipe" an opponents hand off of one's wrist. It can quickly be followed up by a low side-blade kick to the knee of the offender.
The outward/outer/outside crescent hits with the 'blade', the outside edge of the foot. Its path is counter-clockwise for the left leg and clockwise for the right leg, and force is generated by both legs' hip abduction. This is similar to a rising side kick, only with the kicking leg's hip flexed so that the line of force travels parallel to the ground from front to side rather than straight up, beginning and ending at the side.
Hook Kick

In Korean, huryeo chagi (후려 차기) or golcho chagi.


Steven Ho executing a Jump Spin Hook kick
The hook kick strikes with the heel from the side (or flat of the foot in sparring). It is executed similar to a side kick. However, the kick is intentionally aimed slightly off target in the direction of the kicking foot's toes. At full extension, the knee is bent and the foot snapped to the side, impacting the target with the heel. In Taekwondo it is often used at the resulting miss of a short slide side kick to the head, but is considered a very high level technique in said circumstance. Practitioners of jeet kune do frequently use the term heel hook kick or sweep kick. It is known as Gancho in Capoeira.
There are many variations of the hook kick, generally based on different footworks: rear- or front-leg, oblique or half-pivot, dropping, spin-back and more. The hook kick can be delivered with a near-straight leg at impact, or with a hooked finish (Kake in Japanese Karate) where the leg bends before impact to catch the target from behind. An important variation is the downward hook kick, delivered as a regular or a spin-back kick, in which the end of the trajectory is diagonally downwards for a surprise effect or following an evading opponent.
The hook kick is mainly used to strike the jaw area of an opponent,but is also highly effective in the temple region.
Reverse Roundhouse Kick/Heel Kick

In Japanese, ushiro mawashi geri (後ろ回し蹴り?); in Korean, bandae dollyo chagi (반대 돌려 차기), dwit hu ryo chagi, nakkio mom dollyo chagi or parryo chagi.
This kick is also known as a heel kick, reverse turning kick, reverse round kick, spinning hook kick, spin kick, or "wheel kick". A low reverse roundhouse is also known as a Sweep Kick. This kick traditionally uses the heel to strike with. The kicking leg comes from around the kicker's back and remains straight, unlike a reverse hooking kick. See above for more on hook kicks. Variations exist for low, middle and high height. Spinning and leaping variations of the kick are also popular, and are often showcased in film and television media. Edson Barboza executed the first wheel kick for a knockout in the UFC at UFC 142:Aldo vs. Mendes. He knocked out Terry Etim 3:23 into the third round of their fight and Brace Broca in UFC.
A different kick that is similarly named also exists. It is literally a roundhouse kick performed by turning as if for a back straight kick and executing a roundhouse kick. It is known as a Reverse Roundhouse Kick because the kicker turns in the opposite, or "reverse", direction before the kick is executed. This kick strikes with the ball of the foot for power or the top of the foot for range. The kick was exhibited by Bruce Lee on numerous occasions in his films Enter the Dragon, Fist of Fury and The Big Boss. Bill Wallace was also a great user of this kick, as seen in his fight with Bill Briggs, where he KO'd his opponent with the clocked 60 mph kick. The Jump Spin Hook Kick was popularized in the mid-eighties by Steven Ho in open martial art competitions.
In Olympic format (sport) taekwondo, this technique is performed using the balls of the feet, and in a manner similar to a back thrust, rather than the circular technique adopted in other styles/Martial Arts.
Flying Kick

A flying kick, in martial arts, is a general description of kicks that involve a running start, jump, then a kick in mid-air. Compared to a regular kick, the user is able to achieve greater momentum from the run at the start. Flying kicks are not to be mistaken for jumping kicks, which are similar maneuvers. A jumping kick is very similar to a flying kick, except that it lacks the running start and the user simply jumps and kicks from a stationary position. Flying kicks are often derived from the basic kicks. Some of the more commonly known flying kicks are the: flying side kick, flying back kick and the flying roundhouse kick, as well as the flying reverse roundhouse kick. Flying kicks are commonly practiced in Tae Kwon Do, Karate, Wushu, and Muay Thai for fitness, exhibitions, competition, as well as self-defense. It is known as tobi geri in Japanese martial arts, and twyo chagi in Taekwondo.
Scissor Kick

Several kicks may be called a scissor kick, involving swinging out the legs to kick multiple targets or using the legs to take down an opponent.
The popularized version of a scissor kick is, while lying down, or jumping, the kicker brings both legs to both sides of the opponent's legs or to their body and head, then brings both in as a take down (as the name states, leg motions are like that of a pair of scissors).
The scissor kick in Taekwondo is called kawi chagi. In Capoeira it is called tesoura (scissors).
Scissor kicks and other variants are also commonly applied in Vovinam.
Vertical Kick (thrust kick/push kick/side kick)

The vertical kick involves bringing the knee forward and across the chest, then swinging the hip while extending the kicking leg outward, striking with the outside ("sword") edge of the foot. It can deliver a considerable amount of power. This is called a yoko geri keage in karate.
In Taekwondo, the vertical kick is called sewo chagi, and can be performed as either an inward (anuro) or outward (bakuro) kick.
Multiple Kick

In Japanese karate, the term ren geri is used for several kicks performed in succession. Old karate did not promote the use of the legs for weapons as much as modern karate does, seeing them as being too open for countering. However, in modern sport karate (non-traditional) competitions, the ability to use multiple kicks without setting the foot down has become a viable option, not only for effectiveness but also for stylish aesthetics.
In Taekwon-Do, three types of multiple kick are distinguished:
Double kick (i-jung chagi) - two kicks of the same type executed in succession by the same foot in the same direction.
Consecutive kick (yonsok chagi) - two or more kicks executed in succession by the same foot but in different directions, or with different attacking tools.
Combination kick (honhap chagi) - two or more kicks executed in succession by both feet.
One such Multiple Kick commonly seen in Taekwondo, is a slightly complex Side Kick where a High Side Kick is followed by a Low Side Kick which is in turn followed by a more powerful Side Kick. This combination is done rapidly and is meant not for multiple targets but for a single one. The Multiple Kick usually targets the face, thigh, and chest, but in turn can be a multiple chest attack which is useful for knocking the breath out of an attacker. The Multiple Kick is usually done in the "second" style described in the Side Kick article which "involves shooting the leg forward as in a front kick and then pivoting and turning so" to actually deliver a side kick. That style "has far less power but is much faster and more deceptive", which is what the Multiple Kick was designed for. The Multiple Kick, unlike some Side Kicks or "side blade kicks", never uses the outer edge of the foot; it is intended solely for the heel to be used as the impact point. Depending on the strength and skill of the attacker and the attacked, the combination can be highly effective or highly ineffective when compared to more pragmatic attacks. In some encounters with highly trained and conditioned fighters, multiple side-kicks have seen disastrous results against the abs of their targets.
I took this info from Wikipedia since its pretty basic and describes what is essential for Strong Fist kicks in our RP.

Now, questions?
 

Scorps

Active member
Supreme
Joined
May 23, 2008
Messages
25,974
Kin
613💸
Kumi
408💴
Trait Points
0⚔️
Good! Now, remembe rthat in freeform you aren't limited to these kicks. In freeform you are only limited by physics and humanoid anatomy/logic. Watch seom anime, some martial arts movies like the IP Man and such to get a good grip of physics in martial arts.

Now, using our old friend here *pats the dummy we used before in the back* deliver 3 kick attacks to it. Target whatever region you want with each and use any kick you desire. However, add to it the damage it would cause in cause it was used against a human opponent.

Annnnddd... HAI!
 

Silico

Banned
Legendary
Joined
May 26, 2012
Messages
14,626
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
Now, using our old friend here *pats the dummy we used before in the back*
But i thought he was dead >_>.




Kick nr.1

*Alucard takes a look on the familiar yet slighly broken dummy which he previously had smacked the living soul out of before(if it now had a soul..)

As he stares on the dummy, he raises both his arms and bends slightly his back for more balance. He then raises his right leg and casts a quick gaze on the dummy's shins where Alucard plans to land his first strike as it will knock out the balance of the opponent but also could leave it cripplied if hit on a nerve in the kneecap. Alucard has his right leg raised, while standing on his left with his arms raised and back slightly bent(just like before). He then proceeds by landing a kick right on the dummy's left kneecap(left for the dummy ofc).*

A kick like this is for me a good start in a fistfight as it will knock the balance out of your opponent(making them fall on their ass muahaha) and in some cases even leave the opponent crippled and thus having decreased mobility. Hitting the side of the thigh is also effective with the same type of sidekick as it would create an impact of the nerves and thus leaving the opponent in great pain.





Kick nr.2

*As Alucard now has planted his right foot( forgot to mention that earlier, what part of his left that hit the dummy's kneecap >_>) on the dummy's kneecap he sees the dummy falling to the floor since it lost it's balance. The dummy is falling down sideways, landing on it left shoulder since the previous kick hit the dummy's left kneecap it falls to it's left. Right in that secound, Alucard takes a quick look on the dummys head area. At the same moment, Alucard is retriving his right leg(this was done at the exact same moment he actually planted his foot on the dummy's left kneecap. By standing on both his legs again, and seeing the dummy falling in mid-air Alucard proceeds. He keeps his arms raised and has decided a target which he had his gaze upon some short moments before. The dummy's head. Alucard now raises his left leg and guides it towards the face of the dummy(saying the dummy has a face). At this point, the dummy is already on the floor so Alucard has to perform a low kick in order to hit the face area of the dummy. Alucard now guides his left foot towards the dummy's face and hits right on the equivalent of the eye area of a real opponent.*

A kick like this would in most cases knock the target out completely and if not, it might break a nose or blind the target.




Kick nr.3

*As Alucards left foot now is implanted in the dummy's face, the dummy travels backwards due to the impact. At the same time as the dummy's feet are closing in towards Alucard(just like a frikkin carousel xO). As the dummy's lower area is traveling towards Alucard, he retrieves his left foot and still keeps his hands raised and back slightly bent. He then takes a quick look towards the dummy's chest/stomach area where Alucard plans to land his final kick. Since the dummy still is on the floor, Alucard has to once again perform a low kick but this time with his right foot again. As the dummy's feet are closing in towards Alucard, he slightly raises his right foot and guides it towards the groin area(just because lol..). The impact will be enhanced since the dummy is travelling towards Alucard with it's lower half of it's body. Alucard lands his final kick right in the groin area of the dummy.*

A kick like this would leave the target in extreme pain, and if the previous kick didn't knock out the target(the kick that hit the targets face) this one surely will.




How did that go, Scorpssamasenseisenpai..KUUN? >_<
 

Scorps

Active member
Supreme
Joined
May 23, 2008
Messages
25,974
Kin
613💸
Kumi
408💴
Trait Points
0⚔️
I'd give it a A-Rank score. Not Perfect but way above average. Nothing major to correct though I wanted to have you be a bit more organized in how you describe your moves. Movement is very hard to describe so be sure you do so in a simple, clear way.

Now, one more before we go into the techniques, I need to see one last freeform move. Please give me a freeform combo between a few leg attacks and a few hand attacks, all comboed into one. Against our little buddy there *points at dummy*
 

Silico

Banned
Legendary
Joined
May 26, 2012
Messages
14,626
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
I'd give it a A-Rank score. Not Perfect but way above average. Nothing major to correct though I wanted to have you be a bit more organized in how you describe your moves. Movement is very hard to describe so be sure you do so in a simple, clear way.
Hm alright, i'll give it a shot to make it clearer this time :p.




Now, one more before we go into the techniques, I need to see one last freeform move. Please give me a freeform combo between a few leg attacks and a few hand attacks, all comboed into one. Against our little buddy there *points at dummy*
"This dummy is toast, once and for all U_U"

*Alucard takes a look at the half broken dummy that he has boxed/kicked the living hell out previously. He then gets in position for this upcoming combination of freeform kicks/punches.

Alucard takes position, which can be recognized as his previously used starting position which is the boxing position. Arms are up and hands are close to his face while his legs are bent and he's standing very steady as he is.

Alucard then takes a look on the dummy's head area(no need to mention the markings i guess) and raises his right arm and twists his upper half of his body in order to perform a smashing hit right in the dummy's head(or more specifically side of the head where the temple is located since it's a weak spot). The impact of the punch makes the dummy fall with head first to the right, since the punch was executed with Alucard's right hand.

Alucard now analyzes the fall of the dummy and thinks of a combination kick that he could kick in there somewhere(lol). He then takes aim on the dummy's ribcage(right side) and raises his left leg from the ground, while retrieving his right hand from the previous punch in one movement. He lands a kick with his left leg on the dummy's right side of it's ribcage. The kick is performed with such an impact it would break the ribcage of a real opponent. The impact itself causes the dummy to stop it's fall to it's right and makes it travel back into position, which makes it possible to land more hits.

Alucard now retrieves his left leg and gets back into position as he thinks of a new offence.
He then decides for an attack.
Alucard bends his neck so that the top of his skull is facing forward like a nod but stays in that position. He then sets aim under the dummy's cheek and rushes towards the dummy with his head first and arms raised. He then slams the top of his skull right under the cheekbone of the dummy. As if that wasn't enough, Alucard then bends his right knee and raises it and makes a loud knee kick right in the groin area of the dummy. The combo makes the dummy trip backwards, which Alucard foresaw and since he has both of his arms free he grips the dummy with his arms and retrieves his right leg into position.

Alucard know has a perfect grip of the dummy, which he will use to his advantage for the upcoming attack. Although he has a perfect grip, the dummy's legs are still free which steals Alucard's gaze if a counter should go that way. Nevertheless, Alucard now turns the dummy upside down by spinning his arms like a clock til' the dummy's head is facing the ground.
Alucard then makes an evil smile as he jumps straight up with the upside-down turned dummy in his arms. In mid-air, Alucard lowers his arms and jams the dummy's feet around his shoulders as the dummy's head is to be hit first when both of them return to the ground. The dummy's head takes a loud impact on the ground, which would make a regular opponent's skull shatter.

Alucard then turns the dummy right on it's feet again, and stares back on his sensei.*




Well what do you think about that? Zzz
 

Scorps

Active member
Supreme
Joined
May 23, 2008
Messages
25,974
Kin
613💸
Kumi
408💴
Trait Points
0⚔️
I'd give you an A-Rank grade on that. Some minor visualization problems but overall, you are way better than the average. You need not fear close combat scenarios in your fights :)


Now, the kick techniques:
(Dainamikku Entori) - Dynamic Entry
Rank: D
Type:Attack
Range:Short
Chakra Cost:N/A
Damage Points:10
Description:A taijutsu attack were the user does a jumping kick into the opponents face.

(Konoha Reppū) - Leaf Gale
Rank: D
Type: Attack
Range: Short
Chakra Cost: N/A
Damage Points:10
Description: This technique is a good example of how even simple taijutsu can become a pre-eminently destructive, lethal technique. The attack is a simple rear spinning low kick, but a strong enough user can send a large adult flying as if they weighed nothing. The goal is to throw the enemy off balance, and deal damage to the lower half of their body.

(Konoha Senpū) - Leaf Hurricane
Rank: D
Type: Attack
Chakra Cost: N/A
Damage Points: 10
Description: A taijutsu where one launches a succession of high kicks and low kicks. Firstly, the opponent's evasion margin is restrained upon seeing the high kick, thus augmenting the chances for the low kick to hit the mark connecting to the rib cage area. So originally the high kick is little more than a feint.

(Konoha Shōfū) – Leaf Rising Wind
Rank: C
Type: Attack
Range: Short
Chakra cost: N/A
Damage points: 20
Description: This technique uses the entire body as a spring, by amassing power through taking a posture where the back of the body falls down. With this powerful taijutsu, the user kicks just above the head. Because the power of the kick from the ground is instantly converted into a blow, the enemy hit with this attack will be launched high into the sky.

(Shōshitsu) - Rising Knee
Rank: C
Type: Attack
Range: Short
Chakra cost: N/A
Damage points: 15
Description: The user will strike their opponent with an upwards thrust with their knee.

(Hayabusa Otoshi) - Peregrine Falcon Drop
Rank: C
Type: Attack
Range: Short
Chakra Cost: N/A
Damage Points:15
Description: The user grabs a falling opponent by their ankles, wraps his legs around their waist, and drives them head first into the ground, similar to the Front Lotus.

(Konoha Daisenpū) - Leaf Great Whirlwind
Rank: C
Type: Attack
Range: Short
Chakra Cost: N/A
Damage Points:15
Description: This technique is a series of kicking attacks, starting from a low kick and linking into a middle kick and high kick then finishing off with a heel drop. As the rotation speed picks up the user gains buoyancy, which they use to shift into gradually higher attacks.

(Konoha Arashi) - Leaf Tempest
Rank: C
Type: Attack
Range: Short
Chakra cost: N/A
Damage points: 25
Description: The user will deliver a spinning kick to knock the enemy into the air and continue with spinning around in mid air rising upwards and bombarding the target multiple times before they fall to the ground again.

( Konoha Kanransha ) - Leaf Ferris Wheel
Rank: C
Type: Attack
Range: Short
Chakra cost: N/A
Damage points: 25
Description: The user kicks the enemy into the air then kicks them again higher and jumps on their shoulders and spins the enemy into the ground.

(Konoha Dairetsukū) – Leaf Great Violent Sky
Rank: B
Type: Attack
Range: Short
Chakra cost: N/A
Damage points: 30
Description: The user runs at the opponent, then kicking them into the stomach, following up with a spinning kick to the chest and punching multiple times to the upper body then follows up with a punch hitting the opponent into the sky. Once in the Air the user performs a spinning kick hitting the opponent into the ground where finally, they poses by raising their arms and bringing their legs together.

(Konoha Daisenkō) - Leaf Great Flash
Rank: B
Type: Offensive, Supplementary
Range: Short
Charka cost: N/A
Damage points: 30
Description: Similar to Tsunade’s Sky leg but the user user charges at their opponent and unleashes a powerful lateral kick aiming at the head that will send their opponent flying away.

(Konoha Gōriki Senpū ) - Leaf Strong Whirlwind
Rank: B
Type: Attack
Range: Short
Chakra Cost: N/A
Damage Points: 20
Description: A taijutsu using a combination of speed and power. The essence of this technique is concentrated in a spinning back kick, with such speed that makes it hard to follow the user's movement, smashing his enemy with overwhelming strength. This is a more Powerful leaf great whirlwind.

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

(Konoha Shippūdan) - Leaf Hurricane Bullet
Rank: B
Type: Attack
Range: Short
Chakra cost: N/A
Damage points: 30
Description: The user will launch a succession of high and low kicks dealing a several continuous kicks to the chest region alternating between both legs.

(Doroppu Kikku) - Drop Kick
Rank: B
Type: Offensive
Range: Short
Chakra cost: 15
Damage points: 35
Description: The user will jump into the air or be airbourne and delivers a powerful drop kick that sends the opponent flying.

As you can see, in Goken or Strong Fist, you actually have much more Leg moves and Leg attacks than Arms/Fist ones. Can you make an educated guess as to why that is? Why are leg attacks more common?

Now, I won't dwell on each technique. All of them are simple and consist of some form of kick or leg movement which I already described to you before. You already executed some in free form as well. Only thing I'm going to ask is for you to make a move as if you are opening a fight consisting of 3 leg based attacks from the ones listed above. Target: our dummy. Also, once you do the move, post a small explanation as to why you chose those techniques, why they were better or worse choices than others. Basically, Advantage VS Disadvantage thing.

Go!
 

Silico

Banned
Legendary
Joined
May 26, 2012
Messages
14,626
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
*Alucard rushes back to the Dojo in almost sublight speed as he's late for training D':*

I'd give you an A-Rank grade on that. Some minor visualization problems but overall, you are way better than the average. You need not fear close combat scenarios in your fights
: ' ). Thanks sensei xP.




As you can see, in Goken or Strong Fist, you actually have much more Leg moves and Leg attacks than Arms/Fist ones. Can you make an educated guess as to why that is? Why are leg attacks more common?

I think they are more common because they make more impact. You're usually stronger with your legs than your arms. Not to mention you can block incoming punches/kicks aswell as you perform a kick yourself. Not to mention they look more badass :p.




*Alucard walks towards the dummy in a calm pace. When he is about half a meter from the dummy, he performs a low rear kick.

(Konoha Reppū) - Leaf Gale
Rank: D
Type: Attack
Range: Short
Chakra Cost: N/A
Damage Points:10
Description: This technique is a good example of how even simple taijutsu can become a pre-eminently destructive, lethal technique. The attack is a simple rear spinning low kick, but a strong enough user can send a large adult flying as if they weighed nothing. The goal is to throw the enemy off balance, and deal damage to the lower half of their body.



This would send the dummy completely off balance and even slightly airbourne as it deals a great impact on the dummy's lower part. As per description.

Why i would start using this? Because knocking the enemy out of balance is a great way of continuously dealing further hits with less to zero resistance as the target is out of balance to block and possibly slowed down.

*As the dummy now is knocked out of balance, Alucard performs a jumping kick towards the dummy's face.*

(Dainamikku Entori) - Dynamic Entry
Rank: D
Type:Attack
Range:Short
Chakra Cost:N/A
Damage Points:10
Description:A taijutsu attack were the user does a jumping kick into the opponents face.


This makes a serious impact on the dummy's face area. So know it's damaged both in the upper and lower parts(lower from the first attack)

Why i would use this secoundly? Because i will use it with a combination of a final move you'll see soon. Also because it deals damage to an yet unharmed part of the dummy.

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


As the dummy first gets kicked in the face again and again it's sent airborne where a final kick will be delivered. It's a drop kick that lands on the dummy's ribcage and slams it into the ground with immense power.*

The Dummy has now been severely damaged in lower area while it got off-balance. It then got damaged two times in the face area(the most vulnerable) and lastly in the middle area.

Great combo in my opinion.
 

Scorps

Active member
Supreme
Joined
May 23, 2008
Messages
25,974
Kin
613💸
Kumi
408💴
Trait Points
0⚔️
Good job! Now, combos! These are moves and techniques where you use both hand attacks and leg attacks. They are more complex and more consuming in terms of stamina and focus.

To start I want you to create one freeform combo on our friend which contains an intricate set of hand attacks combed with leg attacks. :)
 

Silico

Banned
Legendary
Joined
May 26, 2012
Messages
14,626
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
*Almost half a year later*

You must be registered for see images

"Alright, free-form leg/punch combo it is. I guess it's going to get a bit complex U__U"




*Alucard walks towards the dummy with his fists in typical combat position, while making some random small jumps to warm up after the loooooooong siesta. Or w/e that was o-o. He then starts off by kicking with his right leg towards the dummy's groin area, this is followed by throwing a tied fist punch towards the dummy's face area. By the time an opponent would look down to parry the groin kick, they'd have a fist in their face. As a follow up, depending on if the punch hit or not. Alucard then proceeds by rejecting the right leg and left arm to combat stance once more. As the dummy is now facing slightly to the right due to the impact of a left-handed closed-fist punch. Alucard then proceeds by trying to knock down the dummy/make it loose it's balance. Since the surprise attack worked, the opponent would be in a lot of pain and slightly confused. Depending on the force of the hit of course. Taking advantage of this, an instant attack would be to prefer. Don't want the enemy to rest up now do we? well i don't >.>.
Alucard proceeds with a sort of a low-kick. He would plant both his palms in the floor while facing upwards. Then have both of his legs swinging towards the opponents legs from the side. This would require some stamina, but is a great way to knock your opponent to the floor. Alucards legs hits the dummy's and as a result. The dummy falls to the floor. From this point, Alucard would grab the dummy's arms and swing the dummy into the floor a couple of times.*
 

Scorps

Active member
Supreme
Joined
May 23, 2008
Messages
25,974
Kin
613💸
Kumi
408💴
Trait Points
0⚔️
Good! Now, on to the specifics! These techniques don't fit in one specific category and some are even simple taijutsu combos that include Clones.

(Kōsa Hō) – Intersection method
Rank: B
Type: Defence
Range: Short
Chakra cost: N/A
Damage points: 40
Description: With this jutsu, the user is able to intercept and counter an oncoming taijutsu technique by raising the knee, and driving the elbow downwards at the same time. This catches the attacking limb between his two limbs, and drives the elbow down with great force, effectively shattering the bone.

Pretty easy to understand. Its simply intercepting an incoming punch or kick between your rising knee and your dropping elbow. If done correct this counter attack can shatter bone. Its, however, easy to see through and avoid.

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

(Senkō Jūjiki) -Flash Cross Sever
Rank: B
Type: Attack
Range: Short
Chakra cost: 20
Damage points: 40
Description: The user delivers multiple punches to the foe before he slashes them with his chakra blades in a cross-style.

( Rōga Shōken ) - Wolf Fang Rising Fist
Rank: C
Type: Attack
Range: Short
Chakra cost: N/A
Damage points: 20 (+5 used with Chakra Enhanced Trench Knives)
Description: A series of punches and slashes finishing with a rising uppercut lifting the opponent into the air.

These 3 techniques are techniques which revolve around the usage of chakra infusable knives. These are the techniques we saw Sarutobi Asuma use. Tbh, I don't like to have them here in the tai section and I am planning on making them Asuma bound and moved. Still, they are pretty simple and make use of the generic ability all ninjas have of streaming chakra into weapons.

(Shishi Rendan) - Lions Barrage
Rank: C
Type: Attack
Range: Short
Chakra Cost: N/A
Damage Points:15
Description: A variant technique of the Front Lotus, It is an ultra-fast combo attack that requires an advanced physical condition and a certain knack for it. The opponent is first kicked into the air and shadowed with the Shadow of the Dancing Leaf. Upon inflicting a blow, one takes advantage of said opponent's counterattack to spin around and rise again for further assaults. Since the fall is increased in velocity with each blow, the damage when one is eventually struck to the ground is inconceivable. All variations end with the opponent being thrown to the ground and kicked in the chest.

Sasuke's version of the Front Lotus. He simply tried to copy the technique Lee used but since he couldn't match lee's taijutsu abilities, he ended up making a nerfed version of it. Simple and effective, its very hard to use and setup. Never saw anyone sucessfully pull it off in our RP. Thats its drawback.

(Naruto Rendan) - Naruto Barrage
Rank: C
Type:Attack
Range:Short
Chakra Cost:N/A
Damage Points:15
Description:After making 4 clones they attack with kicks that launch the foe into the sky and the original hits the enemy on the shoulder sending them flying back to the ground.

Naruto's version of the above technique. The clones assist him and its an even simpler version of the Front Lotus. Obviously in our RP, this isn't very useful as clones are limited and restricted and we have a chakra counter.

(Kagebunshin: Dai Kaiten) - Shadow Clone: Great Revolving
Rank: C
Type: Offensive, Defence
Range: Short - Mid
Chakra cost: N/A
Damage points: 30
Description: The user creates two shadow clones, and they form a chain with each shadow clone holding the other by the ankles. The user then spins the shadow clones around, hitting his opponents with the clones.
Note: Must create two shadow clones before use.

(Kagebunshin: Appā) - Shadow Clone: Upper
Rank: C
Type: Offensive
Range: Short
Chakra cost: N/A
Damage points: 30
Description: The user will creates a shadow clone to throw him towards his opponent, delivering an upper punch.
Note: Must create one shadow clone before use.

(Bunshin Kaiten Kakatou Otoshi) - Clone Spinning Hell drop
Rank: C
Type: Attack
Range: Short
Chakra Cost: N/A
Damage Points: 30
Description: A taijutsu attack done after 3 shadow clone are made.The user somersaults into the air spinning and landing a blow to the shoulder of there enemy with there heels.

(Bunshin Taiatari) - Clone Body Smash
Rank:A
Type:Attack
Range:Short
Chakra Cost: N/A
Damage Points:60
Description:Shadow clones that are in the air that thrown other clones down apon the enemey.

(Uzumaki Ninpouchou) - Uzumaki Ninja Hand Book
Rank:A
Type:Attack
Range:Short
Chakra Cost:N/A
Damage Points:60
Description:After using mass shadow clone you attack the opponent with a barrage of combos that end with the enemy sent flying inot the ground.

These are all simple clone combos. Nothing really hard or specific but tbh, nothing really useful either. There are times where this can be useful but I doubt you'll come across many of those.


Nowwwwwww....questions?
 

Silico

Banned
Legendary
Joined
May 26, 2012
Messages
14,626
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
Good! Now, on to the specifics! These techniques don't fit in one specific category and some are even simple taijutsu combos that include Clones.

Nowwwwwww....questions?
The taijutsu moves with clones. Does the clones come with the technique(in that case, shouldn't the technique take chakra then?) and if not it should state in the jutsu description something like: Note: need clones. o-o

Good! Now, on to the specifics! These techniques don't fit in one specific category and some are even simple taijutsu combos that include Clones.

(Kōsa Hō) – Intersection method
Rank: B
Type: Defence
Range: Short
Chakra cost: N/A
Damage points: 40
Description: With this jutsu, the user is able to intercept and counter an oncoming taijutsu technique by raising the knee, and driving the elbow downwards at the same time. This catches the attacking limb between his two limbs, and drives the elbow down with great force, effectively shattering the bone.

Pretty easy to understand. Its simply intercepting an incoming punch or kick between your rising knee and your dropping elbow. If done correct this counter attack can shatter bone. Its, however, easy to see through and avoid.

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

(Senkō Jūjiki) -Flash Cross Sever
Rank: B
Type: Attack
Range: Short
Chakra cost: 20
Damage points: 40
Description: The user delivers multiple punches to the foe before he slashes them with his chakra blades in a cross-style.

( Rōga Shōken ) - Wolf Fang Rising Fist
Rank: C
Type: Attack
Range: Short
Chakra cost: N/A
Damage points: 20 (+5 used with Chakra Enhanced Trench Knives)
Description: A series of punches and slashes finishing with a rising uppercut lifting the opponent into the air.

These 3 techniques are techniques which revolve around the usage of chakra infusable knives. These are the techniques we saw Sarutobi Asuma use. Tbh, I don't like to have them here in the tai section and I am planning on making them Asuma bound and moved. Still, they are pretty simple and make use of the generic ability all ninjas have of streaming chakra into weapons.

(Shishi Rendan) - Lions Barrage
Rank: C
Type: Attack
Range: Short
Chakra Cost: N/A
Damage Points:15
Description: A variant technique of the Front Lotus, It is an ultra-fast combo attack that requires an advanced physical condition and a certain knack for it. The opponent is first kicked into the air and shadowed with the Shadow of the Dancing Leaf. Upon inflicting a blow, one takes advantage of said opponent's counterattack to spin around and rise again for further assaults. Since the fall is increased in velocity with each blow, the damage when one is eventually struck to the ground is inconceivable. All variations end with the opponent being thrown to the ground and kicked in the chest.

Sasuke's version of the Front Lotus. He simply tried to copy the technique Lee used but since he couldn't match lee's taijutsu abilities, he ended up making a nerfed version of it. Simple and effective, its very hard to use and setup. Never saw anyone sucessfully pull it off in our RP. Thats its drawback.

(Naruto Rendan) - Naruto Barrage
Rank: C
Type:Attack
Range:Short
Chakra Cost:N/A
Damage Points:15
Description:After making 4 clones they attack with kicks that launch the foe into the sky and the original hits the enemy on the shoulder sending them flying back to the ground.

Naruto's version of the above technique. The clones assist him and its an even simpler version of the Front Lotus. Obviously in our RP, this isn't very useful as clones are limited and restricted and we have a chakra counter.

(Kagebunshin: Dai Kaiten) - Shadow Clone: Great Revolving
Rank: C
Type: Offensive, Defence
Range: Short - Mid
Chakra cost: N/A
Damage points: 30
Description: The user creates two shadow clones, and they form a chain with each shadow clone holding the other by the ankles. The user then spins the shadow clones around, hitting his opponents with the clones.
Note: Must create two shadow clones before use.

(Kagebunshin: Appā) - Shadow Clone: Upper
Rank: C
Type: Offensive
Range: Short
Chakra cost: N/A
Damage points: 30
Description: The user will creates a shadow clone to throw him towards his opponent, delivering an upper punch.
Note: Must create one shadow clone before use.

(Bunshin Kaiten Kakatou Otoshi) - Clone Spinning Hell drop
Rank: C
Type: Attack
Range: Short
Chakra Cost: N/A
Damage Points: 30
Description: A taijutsu attack done after 3 shadow clone are made.The user somersaults into the air spinning and landing a blow to the shoulder of there enemy with there heels.

(Bunshin Taiatari) - Clone Body Smash
Rank:A
Type:Attack
Range:Short
Chakra Cost: N/A
Damage Points:60
Description:Shadow clones that are in the air that thrown other clones down apon the enemey.

(Uzumaki Ninpouchou) - Uzumaki Ninja Hand Book
Rank:A
Type:Attack
Range:Short
Chakra Cost:N/A
Damage Points:60
Description:After using mass shadow clone you attack the opponent with a barrage of combos that end with the enemy sent flying inot the ground.

These are all simple clone combos. Nothing really hard or specific but tbh, nothing really useful either. There are times where this can be useful but I doubt you'll come across many of those.


Nowwwwwww....questions?
The taijutsu moves with clones. Does the clones come with the technique(in that case, shouldn't the technique take chakra then?) and if not it should state in the jutsu description something like: Note: need clones. o-o
 
Last edited by a moderator:

Scorps

Active member
Supreme
Joined
May 23, 2008
Messages
25,974
Kin
613💸
Kumi
408💴
Trait Points
0⚔️
You need to use the clone technique (though any clone that can use taijutsu is fair game so elemental clones as well) before to create the needed number of clones for each technique. So before you use them, you need to have the required number already on the field.

See why I told you its not that effective?
 

Silico

Banned
Legendary
Joined
May 26, 2012
Messages
14,626
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
You need to use the clone technique (though any clone that can use taijutsu is fair game so elemental clones as well) before to create the needed number of clones for each technique. So before you use them, you need to have the required number already on the field.

See why I told you its not that effective?
Alright so can this be used in taijutsu combinations?


(Bunshin Bakuha) - Shadow Clone Explosion
Rank: A
Type: Supplementary
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description:At first glance the clone appears to be a normal tangible Bunshin, but the user can detonate the clone at any time to form a very large explosion. (This shadow clone variant can only use normal ninjutsu, and Taijutsu).
Note:Must already know shadow clone jutsu to use this jutsu.



Say you're in close combat, send forward the clone instead to take over while the user jumps back and all the sudden: Boom.
I like boom >_>.
 

Scorps

Active member
Supreme
Joined
May 23, 2008
Messages
25,974
Kin
613💸
Kumi
408💴
Trait Points
0⚔️
Yes, it can. though that technique will be editted as its description lacks details but to answer your question, yes, that clone can do taijutsu and be used like you describe.
 

Silico

Banned
Legendary
Joined
May 26, 2012
Messages
14,626
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
Yes, it can. though that technique will be editted as its description lacks details but to answer your question, yes, that clone can do taijutsu and be used like you describe.
I see. Can you mix elemental clones to use effectively in taijutsu? Say i make stone clones to make a better defensive clones, flaming clones that can burn your opponent if they punch them etc? O____O
 

Silico

Banned
Legendary
Joined
May 26, 2012
Messages
14,626
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
Only elemental clones seen so far are Earth (Rock/Mud), Water and Lightning. And all of them can perform any taijutsu move you know.
I guess fire clones hasn't been made. But i guess if you where to touch those, it'd be in the description that you'd get burned on touch.
Does earth clones have a higher defense grid than for example water clone when it comes to taijutsu? I'm thinking cause they'd be more solid.
 

Scorps

Active member
Supreme
Joined
May 23, 2008
Messages
25,974
Kin
613💸
Kumi
408💴
Trait Points
0⚔️
I don't know the ranks by heart but I think water clone is C-Rank, earth clones are b-rank so in essence they are higher. However, I think Water clones can be reformed if hit by physical attacks as long as water exists. SHould be in the description. But since we are doing taijutsu and not earth or water, we will get to the water ones when we get to them in water.

Now, are you ready for the final step in the training?
 

Silico

Banned
Legendary
Joined
May 26, 2012
Messages
14,626
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
I don't know the ranks by heart but I think water clone is C-Rank, earth clones are b-rank so in essence they are higher. However, I think Water clones can be reformed if hit by physical attacks as long as water exists. SHould be in the description. But since we are doing taijutsu and not earth or water, we will get to the water ones when we get to them in water.

Now, are you ready for the final step in the training?
Quite sidetrack :p. Interesting one though x).

Yeah i am ready

You must be registered for see images
 
Status
Not open for further replies.
Top