that's why I wanna learn it. most RPer doesn't use close combat at all. I wanna know how would they react if suddenly I move in close range and start beating them with taijutsu...It's 'kei!
Well, to be honest, I don't expect to use it much later in my RP career (lol, if I ever get to have one of those xD *forever a noob*). I just think that it's really important to know Taijutsu and Ninjutsu well as these are the first two things a ninja learns in Naruto.
So I pretty much want to know Tai as basic knowledge. :3
Taijutsu,in general, is used for close ranged combat, I guess it's gonna be my last resort when RPing. Oh well, who knows...I might end up liking it after I actually read some of it's techs, might find some cool use for it....
*looks at Frozo's reply*
...It doesn't go well with my bio at all :3
there are several reasons for it. some of them are minor but some are more serious.You mention a lot of things I like and a lot of things I don't. I'm glad that you've had some melee fights already, that's for sure.
You seem very critical towards the clone-requiring techniques. Why's that?
(Y) Totally correct. I've never seen someone successfully use the Six Paths of Pein or multiple clones in short-range. It's just not done. While you can certainly make a lot of clones and use one or two as short-range distractions; I doubt you'll ever get more than that out of them.there are several reasons for it. some of them are minor but some are more serious.
first of all if I make clones, my opponent will most likely do it too. normally that's not a problem, BUT people always (90% of the time) avoid close combat and instead fight in a mid-long range position. sitting there and spamming techs. if I make clones AND my opponent does the same, I can find myself in a pretty bad situation where getting in close range is near impossible. not to mention performing an attack.
another reason is similar to it too. if the opponent doesn't make clones and let me get close, he can easily attack all of the clones with a nagashi for example. protecting the clones is pretty hard in that situation (if not impossible) and makes my attack useless from the very beginning. not to mention I wasted my clones for nothing.
the last reason is pretty simple tho. managing 2-4 clones isn't easy by default, but in close combat it must be hell. while the techniques sound simpe and ok, the free-form description leading and following it is way too much. you have to control multiple characters, keep in mind your opponent's reactions, perform free-form movements for the attack, perform it succesfully and then another free-form movements after it. too much work, too much risk and too hard for a single D-rank tech.
controlling 1-2 characters is way more easy, has more success rate and in my opinion generally more fun. however it can be interesting performing shadow clones in the middle of a close combat fight.
So, notice an interesting fact that's true for all the techniques? Look for something that makes them useful when used alongside Ninjutsu. These are kicks, remember, so your arms will be free most of the time.3) (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.
4) (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.
5) (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.
6) (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.
11) (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.
13) (Dainamikku Akushon) - Dynamic Action
Rank: C
Type:Attack
Range:Short
Chakra Cost:N/A
Damage Points:15
Description: The user flips towards the opponent and attacks with a series of punches and kicks equalling 7 attacks.
15) (Kage Buyō) - Shadow of the Dancing Leaf
Rank: C
Type: Attack
Range: Short
Chakra Cost: N/A
Damage Points: 5
Description: A technique where one follows the opponent, closely matching his or her body's movement, just like a leaf that dances in the air is followed by its shadow. The technique is usually preceded by a swift upper kick that will launch the target into the air. It is mainly used to position an opponent into a vulnerable aerial position. This move by itself is harmless, but it is usable as a stepping stone for a great many powerful techniques like Front Lotus and the Lion Combo. That said, it also has a rather high degree of difficulty.
16) (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.
24) (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.
25) ( 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.
well as far as a kick can be similar to another one, they are. most of the techs are meant to send the opponent flying, either away from the user or in the air. however there is a difference in power, direction, speed and execution.
there are kicks that aiming at the head. these have the "most" destructive power. even if the techs have the same rank, being kicked in the head is different than being kicked at the stomach.
there are also combination attacks, like Leaf Great Whirlwind which attacks 3 points on the opponent's body or Leaf Hurricane where you first make a feint kick and then the real one.
dunno what else could I say. the use of these techs varies and depends on the situation. all that matters how you and your opponent describe the close combat movements and attacks. depending on it you can chose the appropriate from these.
honestly I don't have a clue what you mean. you can use your hands any way you want or can, when they are free, but that's common. with ninjutsu... well dunno. I've only learned D-ranked ones so I may missing something on this part.So, notice an interesting fact that's true for all the techniques? Look for something that makes them useful when used alongside Ninjutsu. These are kicks, remember, so your arms will be free most of the time.
And generally; stay away from techniques that consist of long combinations. You can, of course, just use the beginning of a combo, but don't overdo it.
My point was that because the techniques require no chakra; you can use them while you use Ninjutsu. This factor makes them obvious choices for short-ranged combination-attacks.honestly I don't have a clue what you mean. you can use your hands any way you want or can, when they are free, but that's common. with ninjutsu... well dunno. I've only learned D-ranked ones so I may missing something on this part.
well these 2 are my best idea right now. let the enemy charge at you and initiate attack. then as he is attacking or just about to attack, start the kick and perform the hand seal. if the timing and positioning is good, you can turn the ground under him into mud, making him fall forward. the technique says it throws away the opponent, but in the beginning he will only lose balance. more than enough time to deliver the kick which is now strengthened with him falling forward would be quite devastating.My point was that because the techniques require no chakra; you can use them while you use Ninjutsu. This factor makes them obvious choices for short-ranged combination-attacks.
Because the techniques are, well, kicks they don't occupy your hands during their execution, leaving you free to perform handseals.
Give me an example of a good NinTaijutsu combination, using one of the kick-techniques in this collection.
And pro-tip; don't jump. Jumping leaves you an open target to all but the least experienced fighters.