[Taijutsu] training with Zero Kelvin

Sublime

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<div class="bbWrapper">*Le Girl arrives and waits along with le boy for le Zero Kelvin to le arrive. Le.*</div>
 

Sublime

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<div class="bbWrapper"><blockquote class="bbCodeBlock bbCodeBlock--expandable bbCodeBlock--quote"> <div class="bbCodeBlock-title"> <a href="/goto/post?id=10868067" class="bbCodeBlock-sourceJump" data-xf-click="attribution" data-content-selector="#post-10868067">Zero Kelvin said:</a> </div> <div class="bbCodeBlock-content"> <div class="bbCodeBlock-expandContent"> I think I did miss this one 0_0<br /> Tell me; what do you expect to use Taijutsu for? </div> <div class="bbCodeBlock-expandLink"><a>Click to expand...</a></div> </div> </blockquote>It's 'kei! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" data-shortname=":D" /><br /> <br /> Well, to be honest, I don't expect to use it much later in my RP career <span style="font-size: 9px">(lol, if I ever get to have one of those xD *forever a noob*)</span>. 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. <br /> So I pretty much want to know Tai as basic knowledge. :3<br /> <br /> 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.... <br /> *looks at Frozo's reply*<br /> ...It doesn't go well with my bio at all :3</div>
 

Frozenstein

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It's 'kei! :D

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
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...
 

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1) (Sennen Goroshi) - 1000 Years Of Death
Rank:E
Type:Attack
Range:Short
Chakra Cost:N/A
Damage Points:5(apply damage cost for kunai and explosives separately if either or both are used with this jutsu)
Description:The user makes the sign of the tiger and force able punches it into the enemy's behind.

2) (Gangeki) - Rock Attack
Rank: D
Type: Attack
Range: Short
Chakra cost: N/A
Damage points: 10
Description: The user will strike their opponent with a strong punch to the chest

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.

7) (Asshō) - Pressure Palm
Rank: C
Type: Attack
Range: Short
Chakra cost: N/A
Damage points: 15
Description: The user strikes their opponent with a downwards thrust striking them to the floor.

8) (Shōgekishō) - Upwards Attacking Palm
Rank: C
Type: Attack
Range: Short
Chakra cost: N/A
Damage points: 15
Description: The user strikes their opponent with an upwards thrust into the abdomen lifting them into the air.

9) (Hōshō) - Crumbling Palm
Rank: C
Type: Attack
Range: Short
Chakra cost: N/A
Damage points: 15
Description: The user strikes the opponent with a forwarding palm thrust.

10) (Tokken) - Thrusting Shoulder
Rank: C
Type: Attack
Range: Short
Chakra cost: N/A
Damage points: 15
Description: The user will jump into the opponent thrusting their shoulder to strike them.

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.

12) (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.

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.

14) (Bunshin Kaiten Kakatou Otoshi) - Clone Spinning Hell drop
Rank: C
Type: Attack
Range: Short
Chakra Cost: N/A
Damage Points:15
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.

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.

17) (Rakanken) - Nirvana Fist
Rank: C
Type:Attack
Range:Short
Chakra Cost:N/A
Damage Points:15
Description: A powerful shoulder smash followed by a strong punch.

18) (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.

19) (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.

20) (Suiken) - Drunken Fist
Rank: C
Type: Attack
Range: Short
Chakra Cost: N/A
Damage Points:15
Description: This unusual taijutsu style is a unique style of combat Drunken Fist Fighters become human powerhouses who'll strike unpredictability, with no inhibitions, an explosive fury and without any second thoughts about their actions. The user can either make themselves drunk or immitate the method by use of swaying and uneven balance on their feet to attack their opponents a total of 12 variant attacks.

21) (Konoha Raiken) - Leaf Thunder Fist
Rank: C
Type: Offensive
Range: Short
Chakra cost: N/A
Damage points: 20
Description: The user jumps into the air while spinning forward, delivering a powerful punch.

22) (Kagebunshin: Dai Kaiten) - Shadow Clone: Great Revolving
Rank: C
Type: Offensive, Defence
Range: Short - Mid
Chakra cost: N/A
Damage points 20
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.

23) (Kagebunshin: Appā) - Shadow Clone: Upper
Rank: C
Type: Offensive
Range: Short
Chakra cost: N/A
Damage points: 20
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.

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.

26) ( 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.

This is what we're doing. Tell me about these techniques. Pick a favorite, or tell me why you don't 'favorite' any of 'em.
 

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Umm Subby is banned. =/ We will continue without her like the last one?

1) (Sennen Goroshi) - 1000 Years Of Death

number 1 tavern brawl jutsu, but nothing else. tho it's funny as hell... :D

2) (Gangeki) - Rock Attack

a simple punch to the chest. nothing that couldn't be done in free form.

3) (Dainamikku Entori) - Dynamic Entry

a good attack if it's a taijutsu only fight and the user likes flashy movements like me. :p

4) (Konoha Reppū) - Leaf Gale

like the previous one, it's a flashy attack too, but if the situation supports it, it can be pretty surprising. for example if my opponent is on my side, this attack would be faster and more surprising.

5) (Konoha Senpū) - Leaf Hurricane

a tricky move, where I first launch a kick to the face, but stop it before connecting and instead aim at the chest/stomach.

6) (Konoha Shōfū) – Leaf Rising Wind

if I remember correctly Lee used it against Sasuke the first time they met. just create a situation where the opponent is distracted and then launch the attack.

7) (Asshō) - Pressure Palm

a simple attack. jump into the air and strike down to the opponent. or if he is lower than you, make a diagonal thrust at him toward the ground and he will fall down. would be funny if an opponent is coming up from underground and you send him back with this. xD

8) (Shōgekishō) - Upwards Attacking Palm

like a Hyuuga taijutsu movement, hit him with an open palm into the abdomen from under diagonally and send him flying.

9) (Hōshō) - Crumbling Palm

again a simple attack. instead of a fist, you use your palm to strike.

10) (Tokken) - Thrusting Shoulder

now this is interesting. Keotsu always used a freeform move like this against me. best way to neutralise the opponent. with you basically "clinging" on him, he can't move or attack properly. kenjutsu users totally stuck after this.

11) (Shōshitsu) - Rising Knee

for this move, you have to be closer to the opponent than normally you do even in close combat. if you use the Thrusting Shoulder you are in perfect range to perform this and force your opponent to move backward.

12) (Hayabusa Otoshi) - Peregrine Falcon Drop

it's a no good attack and can only be used in an only taijutsu fight. also to perform it, first you have to beat your opponent to a state, where he can't fight back.

13) (Dainamikku Akushon) - Dynamic Action

nothing special, just a short series of punches and kicks to the opponent in a jutsu format.

14) (Bunshin Kaiten Kakatou Otoshi) - Clone Spinning Hell drop

I don't quite get it, why I need 3 clones for this. the description doesn't say what the clones do. also too flashy even for me and can only be done if all 3 clones + the user do it at the same time, so the opponent can't counterattack.

15) (Kage Buyō) - Shadow of the Dancing Leaf

hmmm for this you have to be as fast as your opponent, and match his movements. then as the time comes, kick him in the face and send him flying. hard to execute, but the base of several tajutsu moves where the opponent has to be in the air.

16) (Konoha Daisenpū) - Leaf Great Whirlwind

oh I like this one. 4 kicks in a row, starting with leg, then stomach and finally 2 at the head. for example. the last kick is a spinning one to knock out the target.

17) (Rakanken) - Nirvana Fist

another free form like movement. smash into the opponent with your shoulder and then punch him. nothing special.

18) (Naruto Rendan) - Naruto Barrage

well we saw it quite enough, I doubt I have to go into details. pretty much useless to me.

19) (Shishi Rendan) - Lions Barrage

this one is hard to execute too. first send him flying then follow him and wait for his counter, meh... sounds like a pain.

20) (Suiken) - Drunken Fist

not much to say. pretend that you are drunk and attack the opponent when he thinks he won. the "unpredictable" part is just cosmetic tho.

21) (Konoha Raiken) - Leaf Thunder Fist

geh... will never use it. if I jump into the air and spinning forward, I'll kick and not punch. that's much more powerful.

22) (Kagebunshin: Dai Kaiten) - Shadow Clone: Great Revolving

typical Naruto move. funny, but pretty much useless in fights.

23) (Kagebunshin: Appā) - Shadow Clone: Upper

too easy to get out of the way. useless. also upper punch, but where? at the head?

24) (Konoha Arashi) - Leaf Tempest

well I get that I spinning kick the opponent, but then who will spin? me or the opponent? I guess the opponent so I can attack him, but if it's me, then what the hell? O_O

25) ( Konoha Kanransha ) - Leaf Ferris Wheel

lol interesting. hard to execute, but looks fun.

26) ( Rōga Shōken ) - Wolf Fang Rising Fist

seems like a technique that is done with a kunai. tho just a series of punches and slashes finished with an uppercut.
 

Sublime

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<div class="bbWrapper">I give my permission for Frozo to get a new partner and continue this training as I will be leaving, that is if you are okay with it too.<br /> ZK, hon, see ya, or not ^^</div>
 

ZK

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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?
 

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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?
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.
 

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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.
(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.
It's not so much controlling them, as it's controlling them to a point where thy become assets in battle. Like you said; an opponent would usually take time to create his own clones and then you'd be on your ass when yours poof.

Now, unless you have questions about the clone-techniques; tell me about the kick-related techniques. I've asked all my students this and gotten mostly the same answer: don't they look similar?
 

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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.
 

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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.
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.
 

Frozenstein

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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.
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.
 

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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.
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.
 

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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.
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.

(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.

(Doton: Doryū Taiga) - Earth Release: Earth Flow River
Rank: C
Type: Supplementary
Range: Short
Chakra Cost: 15
Damage Points: N/A
Description: After forming the needed hand sealTiger, the user transforms the ground underneath their opponent into a river of mud that throws them off balance and away from the user. The mud created by this technique can also be used as a medium for the Earth Release: Earth Dragon Bullet technique.
 
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