[Tai] Taijutsu training with Zero Kelvin

ZK

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Tough luck. Forgetting won't be easy, 'cause I want you to post the last technique you learned.
No, wait, scratch that. Let's go back to the basic. It's been two years and I'm starving for some people to tell my just why they love Taijutsu to bits.

And that's exactly what I want you to do. I want you to tell me why, and more importantly if, Taijutsu is awesome. What can make it more awesome? What makes it no-so-awesome?
 

'Kurapika

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I never was so passionate about Taijutsu, probably because my fighting style was to keep my distance, conceal my location and attempt to take the win through stealthy surprise attacks. Taijutsu seemed like too great of a risk. It seemed like a gamble to me where you either make it or break it. However, I now can see merit to this approach within my own style's framework. As using taijutsu can help me avoid detection until impact in settings where my opponent is completely blinded or or unable to hear. And even in the case of detection, with such little space to stall from afar, the fight becomes more vibrant and dependant on skill. And skill in my opinion is an obtainable thing, given the effort.
Also something I learnt from my previous attempt to learn Taijutsu is that many techniques can be made in combination with ninjutsu as the lay do not require chakra, which can enable me to create a more complex combination.
There's also the advantage of mixing taijutsu with clones, as a clone can distract an enemy from a longer range attack better than another long range attack. Since the spaces between its moves are measurable in the milliseconds it requires more attention from the opponent.
 

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I never was so passionate about Taijutsu, probably because my fighting style was to keep my distance, conceal my location and attempt to take the win through stealthy surprise attacks. Taijutsu seemed like too great of a risk. It seemed like a gamble to me where you either make it or break it. However, I now can see merit to this approach within my own style's framework. As using taijutsu can help me avoid detection until impact in settings where my opponent is completely blinded or or unable to hear. And even in the case of detection, with such little space to stall from afar, the fight becomes more vibrant and dependant on skill. And skill in my opinion is an obtainable thing, given the effort.
Also something I learnt from my previous attempt to learn Taijutsu is that many techniques can be made in combination with ninjutsu as the lay do not require chakra, which can enable me to create a more complex combination.
There's also the advantage of mixing taijutsu with clones, as a clone can distract an enemy from a longer range attack better than another long range attack. Since the spaces between its moves are measurable in the milliseconds it requires more attention from the opponent.
I agree with the second part of your post here, but I don't have a lot of positive things to say about stealth-attacks. I've seen successful ones, but it takes more than a smokebomb or a good use of Hiding-Like-A-Mole to truly surprise an enemy. Putting someone in a spot where they have no choice but to forfeit the fight lest they metagame takes a great amount of skill. I wish I could help you develop that kind of fighting style, but that's not my version of Taijutsu.
Some people use close combat as a diversion while they try to surprise an opponent with Ninjutsu. I can respect that approach, but it's not my approach. I don't have a Hyuga biography and I don't often engage in convoluted manoeuvres. My brand of Taijutsu is brutal, simple as that. You engage, you pummel and you apply pressure all the time.

But yeah, clones and the like will work in your favor. Taijutsu us good, but mixed with Ninjutsu it becomes even better. It's a good way to keep your opponent on the defensive.

Normally I know a thing or two about mt student's level of skill, but you've been gone for a long time, so do me a favor and show me an opening move. Mid-range, non-KG opponent with basic K'Tai.
 

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This is going to sound noobish because it is, but how do I move into close range without interruption from my opponent? I've never tried it before and the thought is kind of challenging me.
If I am to use a distraction jutsu, wouldn't that just allow my opponent to to attack me first, in which case I'll have to keep exchanging jutsu with him instead of moving?
Also, this is even more noobish, but I remember that the first aggressive action marks the point where your opponent can attack back, even if you don't use a jutsu. Like, if you throw a Kunai then that's your first move. I am assuming running towards my opponent is considered an aggressive actions as well and allows him to attack me right away. Is this right?


Anyways, I think my move would be to make my character use world shaking as he throws a ninja tool at his opponent so that his opponent is occupied with both restoring his balance and avoiding the ninja tool while my character runs towards him. When my character reaches close range of his opponent, he will use Taijutsu Rising Knee in combination with a Chidori Nagashi, which I believe can be done simultaneously since the former requires no chakra.
But then again, I expect my opponent will try to keep my at bay with his counter of my kunai and world shaking.



(Doton: Yochi no Douyou) - Earth Release: World Shaking
Rank: C
Type: Offensive
Range: Short - Mid
Chakra cost: 15
Damage points: N/A
Description: The user will concentrate and release their chakra into the ground to create a small tremer that can result in making the enemies lose their footing and fall to ground or miss the aim of a given technique.

(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.

(Raiton: Chidori Nagashi) - Lightning Release: One Thousand Birds Current
Rank: A
Type: Offense/Defence
Range: Short (Mid if channeled through a medium)
Chakra Cost: 30
Damage Points: N/A (+10 if used to boost weapon damage)
Description: This jutsu allows the user to generate non-focused electricity from their body. It can be used as an omnidirectional attack or be channeled through weapons, the ground or other conductive mediums. Because the electricity isn't focused, it doesn't kill on contact, instead it has great numbing and paralyzing effects. To channel Nagashi through a medium, the user needs to focus the technique into one of his hands which will then be put in contact with the medium and can only choose to either do a widespread attack throughout his whole body or to channel it into something; he cannot achieve both usages at the same time. Despite not having much destructive or damaging properties, Nagashi can be used to destroy low rank earthen and wooden structures and even negate chakra on the ground to stop high ranked earth and wood techniques. It has also been noted that Lightning Specialists that have mastered Lightning to the highest degree can resist total paralyzation, although they still feel the pain and numbing effects.
Note: Paralyzation lasts 1 turn if sucessful but is ineffective against bios who have a primary Lightning Specialty
 

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This is going to sound noobish because it is, but how do I move into close range without interruption from my opponent? I've never tried it before and the thought is kind of challenging me.
If I am to use a distraction jutsu, wouldn't that just allow my opponent to to attack me first, in which case I'll have to keep exchanging jutsu with him instead of moving?
Also, this is even more noobish, but I remember that the first aggressive action marks the point where your opponent can attack back, even if you don't use a jutsu. Like, if you throw a Kunai then that's your first move. I am assuming running towards my opponent is considered an aggressive actions as well and allows him to attack me right away. Is this right?
You're asking the right questions. That's half the battle.
Moving into close range is always going to be hard. What makes it easier is speed and, possibly, distractions. With a Third Raikage biography you can just disappear in a burst of speed, but most of us don't have that luxury. If you ask me the key is to apply pressure continuously. You keep stating that you move forward while pressuring your opponent with Ninjutsu, only to suddenly engage him with Taijutsu when you fell it is prudent. It's not easy to master, but practice makes perfect.
Do both, you know? Move and exchange, but don't let your opponent dictate the pace. Take your time, if that's what it takes. You've got a lot of chakra. Use it.
Yeah, it is. Elsewise you could just run up to the opponent and stick a finger in his mouth. None of that is offensive, but it would ruin the timeframe if you could do all that without fear of repercussion. Like I said; the key is to combine Ninjutsu and Taijutsu. Use one to support the other.

Anyways, I think my move would be to make my character use world shaking as he throws a ninja tool at his opponent so that his opponent is occupied with both restoring his balance and avoiding the ninja tool while my character runs towards him. When my character reaches close range of his opponent, he will use Taijutsu Rising Knee in combination with a Chidori Nagashi, which I believe can be done simultaneously since the former requires no chakra.
But then again, I expect my opponent will try to keep my at bay with his counter of my kunai and world shaking.



(Doton: Yochi no Douyou) - Earth Release: World Shaking
Rank: C
Type: Offensive
Range: Short - Mid
Chakra cost: 15
Damage points: N/A
Description: The user will concentrate and release their chakra into the ground to create a small tremer that can result in making the enemies lose their footing and fall to ground or miss the aim of a given technique.

(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.

(Raiton: Chidori Nagashi) - Lightning Release: One Thousand Birds Current
Rank: A
Type: Offense/Defence
Range: Short (Mid if channeled through a medium)
Chakra Cost: 30
Damage Points: N/A (+10 if used to boost weapon damage)
Description: This jutsu allows the user to generate non-focused electricity from their body. It can be used as an omnidirectional attack or be channeled through weapons, the ground or other conductive mediums. Because the electricity isn't focused, it doesn't kill on contact, instead it has great numbing and paralyzing effects. To channel Nagashi through a medium, the user needs to focus the technique into one of his hands which will then be put in contact with the medium and can only choose to either do a widespread attack throughout his whole body or to channel it into something; he cannot achieve both usages at the same time. Despite not having much destructive or damaging properties, Nagashi can be used to destroy low rank earthen and wooden structures and even negate chakra on the ground to stop high ranked earth and wood techniques. It has also been noted that Lightning Specialists that have mastered Lightning to the highest degree can resist total paralyzation, although they still feel the pain and numbing effects.
Note: Paralyzation lasts 1 turn if sucessful but is ineffective against bios who have a primary Lightning Specialty
This isn't all bad. I'd cut out the World Shaking and replace it with something like Earth Spikes aimed at his backside. Try to prevent him from throwing something back at you immediately. Like you said; keep him occupied for as long as possible while you move in for the kill.
You've got the right idea with your TaiNin combo, though. Just as you mentioned the beauty of Tai is that it often requires no chakra. That means you can mix it with something else. Nagashi is a fine choice.

We good?
Try to pick out a few techniques on the Cannon list that you like. Tell me about them. What do you like about them?
 

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You're asking the right questions. That's half the battle.
Moving into close range is always going to be hard. What makes it easier is speed and, possibly, distractions. With a Third Raikage biography you can just disappear in a burst of speed, but most of us don't have that luxury. If you ask me the key is to apply pressure continuously. You keep stating that you move forward while pressuring your opponent with Ninjutsu, only to suddenly engage him with Taijutsu when you fell it is prudent. It's not easy to master, but practice makes perfect.
Do both, you know? Move and exchange, but don't let your opponent dictate the pace. Take your time, if that's what it takes. You've got a lot of chakra. Use it.
Yeah, it is. Elsewise you could just run up to the opponent and stick a finger in his mouth. None of that is offensive, but it would ruin the timeframe if you could do all that without fear of repercussion. Like I said; the key is to combine Ninjutsu and Taijutsu. Use one to support the other.



This isn't all bad. I'd cut out the World Shaking and replace it with something like Earth Spikes aimed at his backside. Try to prevent him from throwing something back at you immediately. Like you said; keep him occupied for as long as possible while you move in for the kill.
You've got the right idea with your TaiNin combo, though. Just as you mentioned the beauty of Tai is that it often requires no chakra. That means you can mix it with something else. Nagashi is a fine choice.

We good?
Try to pick out a few techniques on the Cannon list that you like. Tell me about them. What do you like about them?
Well, of course the ones that do not require chakra certainly interest me. They take credit for stimulating my interest in Taijutsu.

D-RANK:
(Gangeki) - Rock Attack
Rank: D
Type: Attack
Range: Short
Chakra cost: N/A
Damage points: 20
Description: The user will strike their opponent with a strong punch to the chest

(Dainamikku Entori) - Dynamic Entry
Rank: D
Type:Attack
Range:Short
Chakra Cost:N/A
Damage Points:20
Description:A taijutsu attack were the user does a jumping kick into the opponents face.

(Kodzuku) Punch
Type: Offensive
Rank: D
Range: Short
Chakra: N/A
Damage: 20
Description: One of the simplest moves in Taijutsu, the user will simply use one of his hands to deliver a simple punch by clenching his fist and swinging his arm. The user is free to do variations of a basic frontal punch and the technique though simple, can be deadly for strong users.

(Hirateuchi) Slap
Type: Offensive
Rank: D
Range: Short
Chakra: N/A
Damage: 20
Description: One of the simplest moves in Taijutsu, the user will simply hit the opponent with an open hand, slapping him. It can also be used for defensive purposes to slap incoming limbs or weapons.

(Kikku) Kick
Type: Offensive
Rank: D
Range: Short
Chakra: N/A
Damage: 20
Description: One of the simplest moves in Taijutsu, the user will simply hit the opponent with a kick from one of his legs. He is free to choose simple variations of the kick and the stronger he is, the more dangerous the technique is.

Out of the D-Ranks, I only like these. They are the ones I feel are simple enough to be used freely in any combination.
The slap one I did not include for potential satirical uses, but because I see a defensive potential in it. Namely, if a user is stopped from attacking through means of genjutsu or other ways of paralysis, but his arm is still racing towards you.

C-RANK:
(Asshō) - Pressure Palm
Rank: C
Type: Attack
Range: Short
Chakra cost: N/A
Damage points: 30
Description: The user strikes their opponent with a downwards thrust striking them to the floor.

(Shōgekishō) - Upwards Attacking Palm
Rank: C
Type: Attack
Range: Short
Chakra cost: N/A
Damage points: 30
Description: The user strikes their opponent with an upwards thrust into the abdomen lifting them into the air.

(Hōshō) - Crumbling Palm
Rank: C
Type: Attack
Range: Short
Chakra cost: N/A
Damage points: 30
Description: The user strikes the opponent with a forwarding palm thrust.

(Tokken) - Thrusting Shoulder
Rank: C
Type: Attack
Range: Short
Chakra cost: N/A
Damage points: 30
Description: The user will jump into the opponent thrusting their shoulder to strike them.

(Rakanken) - Nirvana Fist
Rank: C
Type:Attack
Range:Short
Chakra Cost: N/A
Damage Points: 30
Description: A powerful shoulder smash followed by a strong punch.

(Appākatto) Uppercut
Rank: C
Type: Offensive
Range: Short
Chakra cost: N/A
Damage points: 30
Description: The user strikes the enemy with a powerful rising uppercut, sending him hurling backwards.

(Daburufisuto) Double Fist
Rank: C
Type: Offensive
Range: Short
Chakra cost: N/A
Damage points: 30
Description: The user punches the target with both fist into the chest with enough force to knock him down or send him flying backwards.

(Tsumazuki Tātoru) Stumbling Turtle
Rank: C
Type: Offensive
Range: Short
Chakra cost: N/A
Damage points: 30
Description: The user kicks the enemy in the knee, causing him to stumble in his movement and fall to the earth. If used with a chakra enhanced kick, the user can break the leg of the enemy with this.
These bunch, which don't require chakra, together cover a variety of situations. Being C-rank, they're more than useful even on their own, given the user is left unable to respond in time.
I omitted the one where you grab someone by the shirt because I expect having your hands occupied while your opponent doesn't isn't an ideal situation.

(Suiken) - Drunken Fist
Rank: C
Type: Attack
Range: Short
Chakra Cost: N/A
Damage Points: 30
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 imitate the method by use of swaying and uneven balance on their feet to attack their opponents a total of 12 variant attacks.

Drunken fist interests me in concept, but I am confident it's unpredictability will have no effect against the almighty God mode and reaction times to it will be the same as to any other Taijutsu attack.

(Shubi Kurēn) Defensive Crane
Type: Defensive/Offensive
Rank: C
Range: Short
Chakra: N/A
Damage: 30
Description: A very advanced and complex defensive form, the Defensive Crane allows the user to divert the path of incoming attacks with the back of his hands, using circular and wide movements that expand outwards. He can intercept weapons or incoming taijutsu attacks. The technique is best used when facing an opposing Taijutsu move by diverting the incoming limb to one side and combo the defensive stance with an attack, exploiting the opening created.
The obvious sensible response to an attack, given a rank and damage points. I can see myself using this.


B-RANK:
(Konoha Kaiganshō) - Leaf Rock Destroying Rise
Rank: B
Type: Attack
Range: short - mid
Chakra cost: N/A
Damage points: 40
Description: A taijutsu technique where the user smashes their elbow into their opponent using the other arm as support. It deals a powerful blow to the target and as the name suggests, is even strong enough to destroy rock formations.
This might be the only jutsu I like from the B-ranks, but damn does it make for the rest. It requires no chakra, delivers all that b-rank damage in a single blow, and doesn't require me to clown around by throwing myself into the air or dropping on the ground before using it.

But this brings up two questions, does a jutsu's damage points get divided between blows in those jutsu that are a combination of punches and kicks? Because I'm certain no one will wait for the second hit if you manage to land the first one.
Secondly, are the jutsu that include a opening sequences "like jumping or spinning" possible to modify? Like, can I just use the B-rank kick while on the ground even if it says the user jumps into the air?

There is only one jutsu I can learn in A-ranks, and whether I like it or not depends on the answer to my second question.
 

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Well, of course the ones that do not require chakra certainly interest me. They take credit for stimulating my interest in Taijutsu.

D-RANK:
(Gangeki) - Rock Attack
Rank: D
Type: Attack
Range: Short
Chakra cost: N/A
Damage points: 20
Description: The user will strike their opponent with a strong punch to the chest

(Dainamikku Entori) - Dynamic Entry
Rank: D
Type:Attack
Range:Short
Chakra Cost:N/A
Damage Points:20
Description:A taijutsu attack were the user does a jumping kick into the opponents face.

(Kodzuku) Punch
Type: Offensive
Rank: D
Range: Short
Chakra: N/A
Damage: 20
Description: One of the simplest moves in Taijutsu, the user will simply use one of his hands to deliver a simple punch by clenching his fist and swinging his arm. The user is free to do variations of a basic frontal punch and the technique though simple, can be deadly for strong users.

(Hirateuchi) Slap
Type: Offensive
Rank: D
Range: Short
Chakra: N/A
Damage: 20
Description: One of the simplest moves in Taijutsu, the user will simply hit the opponent with an open hand, slapping him. It can also be used for defensive purposes to slap incoming limbs or weapons.

(Kikku) Kick
Type: Offensive
Rank: D
Range: Short
Chakra: N/A
Damage: 20
Description: One of the simplest moves in Taijutsu, the user will simply hit the opponent with a kick from one of his legs. He is free to choose simple variations of the kick and the stronger he is, the more dangerous the technique is.

Out of the D-Ranks, I only like these. They are the ones I feel are simple enough to be used freely in any combination.
The slap one I did not include for potential satirical uses, but because I see a defensive potential in it. Namely, if a user is stopped from attacking through means of genjutsu or other ways of paralysis, but his arm is still racing towards you.

C-RANK:
(Asshō) - Pressure Palm
Rank: C
Type: Attack
Range: Short
Chakra cost: N/A
Damage points: 30
Description: The user strikes their opponent with a downwards thrust striking them to the floor.

(Shōgekishō) - Upwards Attacking Palm
Rank: C
Type: Attack
Range: Short
Chakra cost: N/A
Damage points: 30
Description: The user strikes their opponent with an upwards thrust into the abdomen lifting them into the air.

(Hōshō) - Crumbling Palm
Rank: C
Type: Attack
Range: Short
Chakra cost: N/A
Damage points: 30
Description: The user strikes the opponent with a forwarding palm thrust.

(Tokken) - Thrusting Shoulder
Rank: C
Type: Attack
Range: Short
Chakra cost: N/A
Damage points: 30
Description: The user will jump into the opponent thrusting their shoulder to strike them.

(Rakanken) - Nirvana Fist
Rank: C
Type:Attack
Range:Short
Chakra Cost: N/A
Damage Points: 30
Description: A powerful shoulder smash followed by a strong punch.

(Appākatto) Uppercut
Rank: C
Type: Offensive
Range: Short
Chakra cost: N/A
Damage points: 30
Description: The user strikes the enemy with a powerful rising uppercut, sending him hurling backwards.

(Daburufisuto) Double Fist
Rank: C
Type: Offensive
Range: Short
Chakra cost: N/A
Damage points: 30
Description: The user punches the target with both fist into the chest with enough force to knock him down or send him flying backwards.

(Tsumazuki Tātoru) Stumbling Turtle
Rank: C
Type: Offensive
Range: Short
Chakra cost: N/A
Damage points: 30
Description: The user kicks the enemy in the knee, causing him to stumble in his movement and fall to the earth. If used with a chakra enhanced kick, the user can break the leg of the enemy with this.
These bunch, which don't require chakra, together cover a variety of situations. Being C-rank, they're more than useful even on their own, given the user is left unable to respond in time.
I omitted the one where you grab someone by the shirt because I expect having your hands occupied while your opponent doesn't isn't an ideal situation.

(Suiken) - Drunken Fist
Rank: C
Type: Attack
Range: Short
Chakra Cost: N/A
Damage Points: 30
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 imitate the method by use of swaying and uneven balance on their feet to attack their opponents a total of 12 variant attacks.

Drunken fist interests me in concept, but I am confident it's unpredictability will have no effect against the almighty God mode and reaction times to it will be the same as to any other Taijutsu attack.

(Shubi Kurēn) Defensive Crane
Type: Defensive/Offensive
Rank: C
Range: Short
Chakra: N/A
Damage: 30
Description: A very advanced and complex defensive form, the Defensive Crane allows the user to divert the path of incoming attacks with the back of his hands, using circular and wide movements that expand outwards. He can intercept weapons or incoming taijutsu attacks. The technique is best used when facing an opposing Taijutsu move by diverting the incoming limb to one side and combo the defensive stance with an attack, exploiting the opening created.
The obvious sensible response to an attack, given a rank and damage points. I can see myself using this.


B-RANK:
(Konoha Kaiganshō) - Leaf Rock Destroying Rise
Rank: B
Type: Attack
Range: short - mid
Chakra cost: N/A
Damage points: 40
Description: A taijutsu technique where the user smashes their elbow into their opponent using the other arm as support. It deals a powerful blow to the target and as the name suggests, is even strong enough to destroy rock formations.
This might be the only jutsu I like from the B-ranks, but damn does it make for the rest. It requires no chakra, delivers all that b-rank damage in a single blow, and doesn't require me to clown around by throwing myself into the air or dropping on the ground before using it.

But this brings up two questions, does a jutsu's damage points get divided between blows in those jutsu that are a combination of punches and kicks? Because I'm certain no one will wait for the second hit if you manage to land the first one.
Secondly, are the jutsu that include a opening sequences "like jumping or spinning" possible to modify? Like, can I just use the B-rank kick while on the ground even if it says the user jumps into the air?

There is only one jutsu I can learn in A-ranks, and whether I like it or not depends on the answer to my second question.
The damage points are divided, yes, and you're completely right; nobody will wait for the second blow to land. On this site you have to cinsder yourself lucky if you land even a single hit. That's why you need to make every hit count and why long-winded combinations are so much less useful than a good, old-fashioned haymaker. Don't pull your punches and don't ever think that you'll have a second chance.

As for your second question; within reason. I, for instance, use a technique like Suiken (Drunken Fist) rather freely, but it's debate you'll have to have for every jutsu you wish to use outside the immediate bounds of the description. Think before you act, but, yeah, within reason you can use the techniques somewhat freely. It's really just a thing that experience will teach you.

Anyway... I like the techniques you picked out. Good on you for going for the techniques without chakra costs. Those are where it's at.
Tell me about the D-ranks generally; what stands out about them? Do they have a connecting theme of sorts? Are there techniques in the D-rank list that you particularly dislike? Why, why not?
 

'Kurapika

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The damage points are divided, yes, and you're completely right; nobody will wait for the second blow to land. On this site you have to cinsder yourself lucky if you land even a single hit. That's why you need to make every hit count and why long-winded combinations are so much less useful than a good, old-fashioned haymaker. Don't pull your punches and don't ever think that you'll have a second chance.

As for your second question; within reason. I, for instance, use a technique like Suiken (Drunken Fist) rather freely, but it's debate you'll have to have for every jutsu you wish to use outside the immediate bounds of the description. Think before you act, but, yeah, within reason you can use the techniques somewhat freely. It's really just a thing that experience will teach you.

Anyway... I like the techniques you picked out. Good on you for going for the techniques without chakra costs. Those are where it's at.
Tell me about the D-ranks generally; what stands out about them? Do they have a connecting theme of sorts? Are there techniques in the D-rank list that you particularly dislike? Why, why not?
They all don't need chakra, allowing me to use them simultaneously with other jutsu.
I dislike all the ones that I didn't mention, because every single one of them either has too much actions listing leading to the blow or because they're combinations of multiple blows.

I can copy paste them if needed. I'm on my phone, otherwise I would've without asking.
 

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They all don't need chakra, allowing me to use them simultaneously with other jutsu.
I dislike all the ones that I didn't mention, because every single one of them either has too much actions listing leading to the blow or because they're combinations of multiple blows.

I can copy paste them if needed. I'm on my phone, otherwise I would've without asking.
Exactly. Simplicity and versatility are the important traits in Taijutsu here on NB. Nobody will allow the convoluted moves to go through. It simply does not happen.
Consider D-ranks learned. Onwards to C-ranks.

You've already picked out some favorites. Consider, then; are there some Ninjutsu or Genjutsu techniques you would combine any of those moves with? If so; how?
 

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(Asshō) - Pressure Palm
Rank: C
Type: Attack
Range: Short
Chakra cost: N/A
Damage points: 30
Description: The user strikes their opponent with a downwards thrust striking them to the floor.

(Shōgekishō) - Upwards Attacking Palm
Rank: C
Type: Attack
Range: Short
Chakra cost: N/A
Damage points: 30
Description: The user strikes their opponent with an upwards thrust into the abdomen lifting them into the air.

(Hōshō) - Crumbling Palm
Rank: C
Type: Attack
Range: Short
Chakra cost: N/A
Damage points: 30
Description: The user strikes the opponent with a forwarding palm thrust.

(Tokken) - Thrusting Shoulder
Rank: C
Type: Attack
Range: Short
Chakra cost: N/A
Damage points: 30
Description: The user will jump into the opponent thrusting their shoulder to strike them.

(Rakanken) - Nirvana Fist
Rank: C
Type:Attack
Range:Short
Chakra Cost: N/A
Damage Points: 30
Description: A powerful shoulder smash followed by a strong punch.

(Appākatto) Uppercut
Rank: C
Type: Offensive
Range: Short
Chakra cost: N/A
Damage points: 30
Description: The user strikes the enemy with a powerful rising uppercut, sending him hurling backwards.

(Daburufisuto) Double Fist
Rank: C
Type: Offensive
Range: Short
Chakra cost: N/A
Damage points: 30
Description: The user punches the target with both fist into the chest with enough force to knock him down or send him flying backwards.

(Tsumazuki Tātoru) Stumbling Turtle
Rank: C
Type: Offensive
Range: Short
Chakra cost: N/A
Damage points: 30
Description: The user kicks the enemy in the knee, causing him to stumble in his movement and fall to the earth. If used with a chakra enhanced kick, the user can break the leg of the enemy with this.

There I would use along a doton jutsu to create multiple spikes that kind of surround him from every side by the one I'm coming from. It would have an optimal effect if the line of sight is also broken thanks to hiding in the mist or other methods. I want to say Nagashi but the last time I roleplayed it was considered a troll move.
As for genjutsu, I still haven't learned any genjutsu techniques, but I suppose the genjutsu from the movie where everything is delayed in effect could be very useful with Taijutsu in general. I don't know any other techniques off my head that aren't obvious to the opponent.

(Suiken) - Drunken Fist
Rank: C
Type: Attack
Range: Short
Chakra Cost: N/A
Damage Points: 30
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 imitate the method by use of swaying and uneven balance on their feet to attack their opponents a total of 12 variant attacks.

Can drunken fist counter the doton jutsu that makes the earth shake? Because in that case, I guess one could possibly combine the two. I can see someone countering that with a wind attack, however.
I dunno, maybe I would use it with that lightning spear technique used by kakuzu. It's already extremely fast, and having the opponent unable to predict my movements might make it sound even less easy to counter. Again, not entirely sure it could work.

(Shubi Kurēn) Defensive Crane
Type: Defensive/Offensive
Rank: C
Range: Short
Chakra: N/A
Damage: 30
Description: A very advanced and complex defensive form, the Defensive Crane allows the user to divert the path of incoming attacks with the back of his hands, using circular and wide movements that expand outwards. He can intercept weapons or incoming taijutsu attacks. The technique is best used when facing an opposing Taijutsu move by diverting the incoming limb to one side and combo the defensive stance with an attack, exploiting the opening created.

The defensive crane seems even better suited for combos than the rest to me, because the opponent is already attacking when you use it, and you not only defend it with a taijutsu, but can added a ninjutsu defense at the same time. I would leave them very little room to react. Since this defense will includes physical contact that seems inevitable to me, I'd definitely use the doton added weight technique to petrify my opponent while hitting him at the same time.

Since the jutsu says Defensive/Offensive, and mentions exploiting the opening, I assume your attack will also be C rank and included in this jutsu. Do you think this exploitation can be done with a kunai, perhaps? Cuz that would be hella cool.
 

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Genjutsu that delays people's reaction time is not a common thing.
How would you counter Earth Shaking using Suiken? I think it's a stretch.
Sure it can be done with a kunai. That's a good idea, really.

How about the How about something like Lion's Barage (Shishi Rendan). What are your thoughts about a technique like that?
 

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Genjutsu that delays people's reaction time is not a common thing.
How would you counter Earth Shaking using Suiken? I think it's a stretch.
Sure it can be done with a kunai. That's a good idea, really.

How about the How about something like Lion's Barage (Shishi Rendan). What are your thoughts about a technique like that?
Lion's Barage requires too many moves and will be interrupted before completion. Plus I don't even know how one, in an RP or any scenario, could get in that position where someone is under your leg. Seems uncomfortable.
I thought world shaking wouldn't work well on someone under the drunken fist's effects due to the user already having lost balance. But I guess it is a stretch.

I remember seeing a genjutsu in the movie Guardians of the Crescent Moon Kingdom where the hired rogue ninja confused team 7. It made everything seem to happen after it actually did. e.g you get hit by a kunai when you're seeing it still travelling towards you. Do you know what this genjutsu is named?
 
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Lion's Barage requires too many moves and will be interrupted before completion. Plus I don't even know how one, in an RP or any scenario, could get in that position where someone is under your leg. Seems uncomfortable.
I thought world shaking wouldn't work well on someone under the drunken fist's effects due to the user already having lost balance. But I guess it is a stretch.

I remember seeing a genjutsu in the movie Guardians of the Crescent Moon Kingdom where the hired rogue ninja confused team 7. It made everything seem to happen after it actually did. e.g you get hit by a kunai when you're seeing it still travelling towards you. Do you know what this genjutsu is named?
Too many moves is right. Keep it simple; you won't have time or space enough to mess around.
It sounds logically sound, I'm just not sure what a Mod would say to it.

Illusion doesn't ring a bell.

Anyway, I'd say that's good enough for C-ranks, unless you want to talk about Naruto Barage? No? Then let's move on to B-ranks. Here we'll go thourhg some of the techniques individually. For example;

(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.

Strengths, weaknesses, applications and a possible combo, please.
 

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Too many moves is right. Keep it simple; you won't have time or space enough to mess around.
It sounds logically sound, I'm just not sure what a Mod would say to it.

Illusion doesn't ring a bell.

Anyway, I'd say that's good enough for C-ranks, unless you want to talk about Naruto Barage? No? Then let's move on to B-ranks. Here we'll go thourhg some of the techniques individually. For example;

(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.

Strengths, weaknesses, applications and a possible combo, please.
I honestly don't know. I don't think this technique is physically sound. No matter how strong you are, if you go on one foot and on his your opponent's kicking leg from above and below, his kick shouldn't only continue forward, but always send you to the ground as you're only standing on one foot.
But if I'm to just accept it works, the strength of it as probably that you can catch your opponent's leg. Childhood schoolfights tell me grabbing someone's leg is always useful. Once that is done, I guess a lightning spear from the mouth would be very troublesome to your opponent.
Does this cover all four?
 

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I honestly don't know. I don't think this technique is physically sound. No matter how strong you are, if you go on one foot and on his your opponent's kicking leg from above and below, his kick shouldn't only continue forward, but always send you to the ground as you're only standing on one foot.
But if I'm to just accept it works, the strength of it as probably that you can catch your opponent's leg. Childhood schoolfights tell me grabbing someone's leg is always useful. Once that is done, I guess a lightning spear from the mouth would be very troublesome to your opponent.
Does this cover all four?
You also have to remember that we're playing Ninjas here. If the technique describes that it allows you to catch your opponent's limb like it says, then you can be reasonably sure that you're able to do this. Unless there are extraordinary circumstances, such as an opponent being extremely strong and fast. You need to be able to follow him to perform this move, really, elsewise they'll jut dodge sideways.
Tell me about Hien, Flying Swallow. That and Zeus are the two elemental Taijutsu techniques among the B-ranks. What do you think of them?
 

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You also have to remember that we're playing Ninjas here. If the technique describes that it allows you to catch your opponent's limb like it says, then you can be reasonably sure that you're able to do this. Unless there are extraordinary circumstances, such as an opponent being extremely strong and fast. You need to be able to follow him to perform this move, really, elsewise they'll jut dodge sideways.
Tell me about Hien, Flying Swallow. That and Zeus are the two elemental Taijutsu techniques among the B-ranks. What do you think of them?
About Hien, why is it considered elemental? It seems like raw chakra to me. I see its main use being to prevent the opponent from claiming to survive a direct his from your blade. I am interested to understand what "but simultaneously turns oneself into a blade as well" means.
If I can defend against this with Defensive Crane, it would be ideal, especially while launching an elemental attack at the same time.

As for Zeus, I think I would word my usage of this technique in a way that my punch appears regular up until the last moment before impact. Basically, leaving the lightning part to only manifest itself at the very last. Otherwise, a tai attack that doesn't require chakra would always beat it, unless my opponent is using some sort of doton armor.
If defensive crane can work against this, then that's great, otherwise I'd probably use wind blade of chidori nagashi.
 

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Because of a recent fight, a question came to me. If I use an elemental jutsu on my hand, say, a blast of lightning, while combining it with a chakraless taijutsu attack, does the damage stack up?
 
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