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<p>[QUOTE="System001, post: 21986888, member: 70437"]</p><p><span style="font-family: 'Cochin'">[hr][/hr]</span></p><p><span style="font-family: 'Cochin'">[hr][/hr]<span style="font-family: 'Cochin'">[hr][/hr]</span>[SPOILER]</span></p><p><span style="font-family: 'Cochin'"><strong>(Fuuton: Ekusupuro-Jon Uindo): Wind Release: Wind Explosion</strong></span></p><p><span style="font-family: 'Cochin'">Type: Supplementary</span></p><p><span style="font-family: 'Cochin'">Rank: B</span></p><p><span style="font-family: 'Cochin'">Range: Short-Long</span></p><p><span style="font-family: 'Cochin'">Chakra: 20</span></p><p><span style="font-family: 'Cochin'">Damage: N/A</span></p><p><span style="font-family: 'Cochin'">Description: During movement of the user. The user will release a burst of exploding wind towards the bottom of their feet to move at the speed of sound. It will appear to the opponent as the user had teleported, however this is not the case. Any dojutsu users as well as sound and sensory ninja's would be able to follow the movements however they would lose the movements towards the end as the user would be moving too fast.</span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'">Note: User has to be moving to use this jutsu.</span></p><p><span style="font-family: 'Cochin'">Note: Can be used two times per battle.</span></p><p><span style="font-family: 'Cochin'">Note: Can't use to move in the air or fly around</span></p><p><span style="font-family: 'Cochin'">Note: Can use it to change direction, but will count towards the users 3 moves per turn</span></p><p><span style="font-family: 'Cochin'">Note: Can only use this to move within the line of sight. (Meaning can't go around walls without changing directions)</span></p><p><span style="font-family: 'Cochin'">Note: If ran into something the user will take -50 damage as a result of the great speed</span></p><p><span style="font-family: 'Cochin'">Note: Can only be taught by NineVision</span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'"><a href="http://www.narutobase.net/forums/showthread.php?t=187805">Taught by Blizzard</a></span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'"><strong>[Kaze Fuukaku: Kaze Nami] Wind Style: Wind Tsunami</strong></span></p><p><span style="font-family: 'Cochin'">Type: Attack</span></p><p><span style="font-family: 'Cochin'">Rank: A</span></p><p><span style="font-family: 'Cochin'">Range: Short/Long</span></p><p><span style="font-family: 'Cochin'">Chakra Cost: 30</span></p><p><span style="font-family: 'Cochin'">Damage Points: 60</span></p><p><span style="font-family: 'Cochin'">Description: User Emits huge amount of Wind Chakra in shape of a giant tsunami wave from his mouth which covers the battle field and shields the user from many weak ninjutsu's. When it comes in contact with anything it inflicts a severe blow.</span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'"><img class="smilie smilie--emoji" alt="♦" title="Diamond suit :diamonds:" src="https://cdn.jsdelivr.net/emojione/assets/4.5/png/64/2666.png" data-shortname=":diamonds:" /> Can only be used thrice per battle</span></p><p><span style="font-family: 'Cochin'"><img class="smilie smilie--emoji" alt="♦" title="Diamond suit :diamonds:" src="https://cdn.jsdelivr.net/emojione/assets/4.5/png/64/2666.png" data-shortname=":diamonds:" /> Can only be taught by -Blizzard-</span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'"><a href="http://narutobase.net/forums/showthread.php?t=346211&highlight=Scaze">Taught By Baldy</a></span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'"><strong>(Fuuton: Henteko Kunai ) - Wind Style: Strange Kunai</strong></span></p><p><span style="font-family: 'Cochin'">Type: Attack</span></p><p><span style="font-family: 'Cochin'">Rank: B</span></p><p><span style="font-family: 'Cochin'">Range: Mid/Long</span></p><p><span style="font-family: 'Cochin'">Chakra Cost: 20</span></p><p><span style="font-family: 'Cochin'">Damage Points: 40</span></p><p><span style="font-family: 'Cochin'">Description: The user focuses their wind chakra onto the kunais. After they are thrown, they explode and turn into large tornados. If missed, tornado follows the opponent for a few seconds and disappears.</span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'"><a href="http://www.narutobase.net/forums/showthread.php?t=175445">Taught by Kryptiic</a></span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'"><strong>Fūton: Kakusareta Burēdo| Wind Release: Hidden Blade</strong></span></p><p><span style="font-family: 'Cochin'">Type: Attack</span></p><p><span style="font-family: 'Cochin'">Rank: A</span></p><p><span style="font-family: 'Cochin'">Range: Short - Long</span></p><p><span style="font-family: 'Cochin'">Chakra: 30</span></p><p><span style="font-family: 'Cochin'">Damage: 60</span></p><p><span style="font-family: 'Cochin'">Description: The user creates a disk of spinning wind in one of their hands, the disk being two meters in diameter. Once it is formed the user slams that hand onto the ground and the disk spins so fast that it can easily slice through the earth, creating slight tremors as it slices. The user directs it to the opponent and when it's close makes the disk shoot out from the ground either in front or behind the opponent. The disk can only travel to mid range while travelling through the ground. When the disk is underground a soft humming sound can be heard and when it re-emerges a loud whizing sound can be heard. When the disk is shot out from the ground it is equivalent to a B rank jutsu.</span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'">Restrictions</span></p><p><span style="font-family: 'Cochin'">- Only usable three times per match</span></p><p><span style="font-family: 'Cochin'">- No wind jutsu above A rank in the same turn</span></p><p><span style="font-family: 'Cochin'">- Can only be taught by Kryptiic</span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'"><a href="http://narutobase.net/forums/showthread.php?t=265845&page=2">Taught By Erzo</a></span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'"><strong>(Fūton: Ōbu hakai) – Wind Release: Orb Destruction</strong></span></p><p><span style="font-family: 'Cochin'">Rank: S</span></p><p><span style="font-family: 'Cochin'">Type: Attack</span></p><p><span style="font-family: 'Cochin'">Range: Short – Mid</span></p><p><span style="font-family: 'Cochin'">Chakra cost: 40</span></p><p><span style="font-family: 'Cochin'">Damage points: 80</span></p><p><span style="font-family: 'Cochin'">Description: The user performs 2 hand seals (Tiger and Boar) and releases his wind chakra in the area around his opponent, creating a gust of wind which blows towards the opponent, first blowing upwards leaving them 2/3 cm from the ground and then goes on to create an orb which would form around the opponent and begin to compress and close in on them, resulting in the formation an orb of wind which would trap them due to the pressure that acts as a solid form. Trapping the opponent would prevent them from having enough space to move their legs or arms, which in return means they can't perform hand seals if the technique actually connects. The user -if he/she wishes- can create two orbs if there are 2 opponents or an opponent and a summon, however, when this is done, the power of each orb decreases to A-rank. The pressure of the orb and the slicing winds damage the targets and may even tear them apart.</span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'">Note: Can only be used twice.</span></p><p><span style="font-family: 'Cochin'">Note: No other wind jutsu in same turn.</span></p><p><span style="font-family: 'Cochin'">Note: No Wind jutsu higher than S-rank, next turn.</span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'"><a href="http://narutobase.net/forums/showthread.php?t=380232&highlight=Baldy">Learned Here</a></span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'"><strong>(Futon: Itsuwari Uzu)- Wind Release: The Deceitful Vortex</strong></span></p><p><span style="font-family: 'Cochin'">Type: Supplementary</span></p><p><span style="font-family: 'Cochin'">Rank: A</span></p><p><span style="font-family: 'Cochin'">Range: Short-Mid</span></p><p><span style="font-family: 'Cochin'">Chakra: 30</span></p><p><span style="font-family: 'Cochin'">Damage: N/A</span></p><p><span style="font-family: 'Cochin'">Description: The user simply forms the mundane Dragon hand seal, putting his hands together, outstretched at chest level, his arms pointing at whichever direction he pinpoints this technique towards. Essentially, in the desired direction of the user, the user will manipulate the air currents in that location, controlling the air to spiral in whatever manner he/she desires, forming a vortex of wind, by manipulating the currents, whose size can range from the size of a limb, accentuating to the size of a slightly overlarge human. It's most primary function, is to use it in conjunction with other elemental techniques. Due to this technique stemming from the manipulation of air currents, the user can, immediately after using an elemental technique, almost in quick succession use this, manipulating the air currents around the technique to spiral and spin, causing the technique sent to be given a spiraling motion, which further accentuates its strength and impact. This technique can be used in conjunction with any Fire, Water, Mud-based Earth Techniques, and even Wind techniques, though not Lightning, of whatever rank. The spiraling motion added to the technique would amplify its impact, increasing its damage by a rank(essentially, +20). In that manner, this technique works in a similar fashion to Wave of Inspiration, being capable of using it right after the previous technique, almost successively. When combined with this technique, the spiraling motion of any technique would cause it to move faster.</span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'">Notes:</span></p><p><span style="font-family: 'Cochin'">~ Can only be used 3x per battle</span></p><p><span style="font-family: 'Cochin'">~ Works on techniques up to A rank.</span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'"><a href="http://narutobase.net/forums/showthread.php?t=441559&p=13414018#post13414018">Learned Here</a></span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'"><strong>(Fuuton: Manako no Shippuu) – Wind Release: Eye of the Gale</strong></span></p><p><span style="font-family: 'Cochin'">Rank: B</span></p><p><span style="font-family: 'Cochin'">Type: Supplementary/Offensive/Defensive</span></p><p><span style="font-family: 'Cochin'">Range: Short - Mid</span></p><p><span style="font-family: 'Cochin'">Chakra Cost: 20</span></p><p><span style="font-family: 'Cochin'">Damage Points: N/A (+20 damage to anything which moves through the portal)</span></p><p><span style="font-family: 'Cochin'">Description: The user will perform the Rat Handseal before focusing their fuuton chakra into the air at any location on the battlefield to generate a small, flat disc-shaped portal of wind, either near their location or the opponent's. A unique ability possessed by the portal of wind is any solid/liquid objects, constructs or techniques passing through it will have their cutting capabilities greatly amplified, as the disc of wind provides them with a green coating of sharp wind chakra much like the one produced in Wind Release: Vacuum Blade. The process in which this happens is similar to Danzo's technique (Vacuum Blade), where the blowing of fuuton chakra onto the weapon is substituted by the projectile(s) passing through the portal of wind. The layer of wind will amplify a construct's cutting properties to the extent, a thrown rock will become as destructive as a bullet, making this technique a very formidable weapon despite its non-offensive nature. This technique will only amplify the cutting capabilities of solid or liquid constructs e.g. rocks, kunai, bullets of water and etc, whilst only blocking/weakening any Lightning-based elements which attempt to pass through it. One disadvantage to the technique is, the opponent can also benefit from this technique if their thrown projectiles or techniques manage to pass through the portal, making this jutsu a very double-edged sword. The portal itself can have a maximum diameter of five meters and for any solid/liquid constructs to benefit from the cutting enhancement, they must be projectiles capable of fitting through it completely. Since this technique serves to imbue objects and techniques with a coating of wind chakra, they will become dual elemental techniques e.g. Wind/Earth or Wind/Water.</span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'">Note: Lasts for two turns</span></p><p><span style="font-family: 'Cochin'">Note: Can only be Taught by Negative Knight</span></p><p><span style="font-family: 'Cochin'">Note: Can only be used four times per battle</span></p><p><span style="font-family: 'Cochin'">Note: Cool down time of two turns in between uses</span></p><p><span style="font-family: 'Cochin'">Note: Does not enhance speed of projectiles/techniques</span></p><p><span style="font-family: 'Cochin'">Note: Only amplifies cutting capabilities of solid or liquid constructs</span></p><p><span style="font-family: 'Cochin'">Note: Does not affect Fire or Wind-based techniques</span></p><p><span style="font-family: 'Cochin'">Note: Portal of wind can be created a maximum of ten meters away from the user</span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'"><a href="http://narutobase.net/forums/showthread.php?t=443240">Learned Here</a></span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'"><strong>(Fuuton: Kyōfū no Jōshō) - Wind Release: Rising Gale</strong></span></p><p><span style="font-family: 'Cochin'">Rank: B</span></p><p><span style="font-family: 'Cochin'">Type: Defense/Supplementary</span></p><p><span style="font-family: 'Cochin'">Range: Short-Long</span></p><p><span style="font-family: 'Cochin'">Chakra cost: 20</span></p><p><span style="font-family: 'Cochin'">Damage points: N/A</span></p><p><span style="font-family: 'Cochin'">Description: The user summons an upward wind current in order to halt the decent of falling objects or lift objects into the air. The scale, strength, and duration of the current can be customized depending on the task to be performed. Although the current cannot be changed once created, it may be cancelled whenever the user desires. This technique is capable of hovering a giant summoning animal above the ground but cannot lift it very high.</span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'">~Can only be used three times per battle.</span></p><p><span style="font-family: 'Cochin'">~Cannot be used for offensive purposes.</span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'"><a href="http://narutobase.net/forums/showthread.php?t=443240">Learned Here</a></span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'"><strong>(Fuuton: Henka no Kaze)- Wind Release: Winds of Change</strong></span></p><p><span style="font-family: 'Cochin'">Type: Attack/Defense/Supplementary</span></p><p><span style="font-family: 'Cochin'">Rank: S</span></p><p><span style="font-family: 'Cochin'">Range: Short-Long</span></p><p><span style="font-family: 'Cochin'">Chakra Cost: 40 (+15 each turn active)</span></p><p><span style="font-family: 'Cochin'">Damage: 80</span></p><p><span style="font-family: 'Cochin'">Description: The user forms 3 handseals to generates and control wind currents throughout the battlefield that can vary in strength from a breeze to wind capable of lifting large buildings. The user must keep the last hand seal held to maintain precise control of the currents and continue the jutsu.However a fire technique of A rank or above can cut the control of the wind currents</span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'">-Usable twice per battle</span></p><p><span style="font-family: 'Cochin'">-No A-rank or higher wind jutsu for the next 2 turns</span></p><p><span style="font-family: 'Cochin'">-Can only be taught by Shin-Akira </span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'"><a href="http://narutobase.net/forums/showthread.php?t=265845&page=2&p=13453884#post13453884">Learned Here</a></span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'"><strong>(Fūton: Shū no Yūwaku Burīzu ) - Wind Release: Shu's Tempting Breeze</strong></span></p><p><span style="font-family: 'Cochin'">Rank: S</span></p><p><span style="font-family: 'Cochin'">Type: Attack/Defence/Supplementary</span></p><p><span style="font-family: 'Cochin'">Range: Short - Mid</span></p><p><span style="font-family: 'Cochin'">Chakra cost: 40</span></p><p><span style="font-family: 'Cochin'">Damage points: 80</span></p><p><span style="font-family: 'Cochin'">Description: A simple jutsu used to combat against faster paced opponents, Shu's tempting breeze relies on the user to have faster moving opponents, who - once set off from their initial spot - can't control their speed and movement without effort. The user, upon seeing the opponent set off or prepare to set off would manipulate his chakra at the end of his finger tips (including thumbs) and extend multiple small birds which resemble hummingbirds in both looks and size (generally between 5-9 inches). The birds are made out of translucent wind which can be manipulated to fly around the user, creating a barrier of slicing wind, using their speed and sharpness of their beaks/wings to create the barrier, making it impossible for things to bypass them as they continue to intertwine with each other. The user would be able to manipulate the wind made hummingbirds, allowing him to not only create the barrier but also manipulate the birds to fly outwards and perform coordinated attacks which are extremely hard to evade and having the power to slice the opponents skin or even just pierce through their body. Although a simple move to counter, when used against faster moving opponents, the natural 'colour' of wind and the girth of the hummingbirds allows them to be extremely hard to see for an opponent moving at fast speeds. Moreover, as a Wind jutsu, the user can also change the nature of the technique so that rather than its slicing abilities, the hummingbirds madeof wind combine to provide a large blowing force which can be used to push back enemies and summons of various sizes within reason. The hummingbirds are generally fast flying birds, this allows them to keep up with faster opponents without trouble. This speed limit however, only goes up to the third gate. This special ability does not mean they are generally able to fly at that speed but they instead are able to merely have the ability to adjust their speed to match their opponent, when faced against opponents faster than their average speed which is generally equivalent to double of the average ninja.</span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'">~ Can only be used 2 times</span></p><p><span style="font-family: 'Cochin'">~ Can only be taught by Erzo</span></p><p><span style="font-family: 'Cochin'">~ Lasts 3 turns unless destroyed</span></p><p><span style="font-family: 'Cochin'">~ Once used, must wait 1 turn before re-using.</span></p><p><span style="font-family: 'Cochin'">~ No other wind jutsu higher than A-rank in same turn or next turn</span></p><p><span style="font-family: 'Cochin'">~ The hummingbirds can be used to attack but will always act as a whole, seemingly like a flock and never individually.</span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'"><a href="http://narutobase.net/forums/showthread.php?t=274065&highlight=Scaze">Learned Here</a></span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'">(Fuuton: Shinku Hari) - Wind style: Crimson Needles</span></p><p><span style="font-family: 'Cochin'">Rank: A</span></p><p><span style="font-family: 'Cochin'">Type: Attack/Supplementary</span></p><p><span style="font-family: 'Cochin'">Range: Short-Long</span></p><p><span style="font-family: 'Cochin'">Chakra Cost: 30</span></p><p><span style="font-family: 'Cochin'">Damage: 60</span></p><p><span style="font-family: 'Cochin'">Description: The user releases his Fuuton chakra into the air surrounding his opponent which allows him to manipulate the air around his opponent. By using shape manipulation, the user will create a barrage of wind needles in front of or beside the opponent which pierce into him at great speeds (due to the natural sharpness of Fuuton). The many needles are created close to the opponent and are virtually invisible to the naked eye or the inexperienced but do not deal a significant amount of damage - that is this jutsu sacrifices damage for a much more concentrated attack akin to when you compare a senbon to a kunai. The needles are then tainted with the opponent's blood thus giving the jutsu it's crimson colour, however fortunately for the opponent, when the needles are created he feels a slight change in wind current</span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'">*Note: Can only be used 3 times per battle.</span></p><p><span style="font-family: 'Cochin'">*Note: No A rank wind techniques the same turn.</span></p><p><span style="font-family: 'Cochin'">*Note: Doujutsu users can clearly see the technique</span></p><p><span style="font-family: 'Cochin'">*Can only be taught by McKnockout</span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'"><a href="http://narutobase.net/forums/showthread.php?t=274065">Learned Here</a></span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'">(Fuuton Seppaku: Kakou no Washi) - Wind Pressure style: Decent of the Eagle</span></p><p><span style="font-family: 'Cochin'">Rank: S</span></p><p><span style="font-family: 'Cochin'">Type: Attack</span></p><p><span style="font-family: 'Cochin'">Range: Short-Long</span></p><p><span style="font-family: 'Cochin'">Chakra Cost: 40</span></p><p><span style="font-family: 'Cochin'">Damage: 80</span></p><p><span style="font-family: 'Cochin'">Description: The user concentrates his Fuuton chakra throughout the air and by using their mastery of charka control and Fuuton Release, the user manipulates the air pressure (number of air molecules) of a chosen area. Manipulating the air pressure alters the force per unit area exerted on the target by the weight of air above them - and to perform this technique, the user creates a large low pressure column around their target. After the low pressure area is created, the pressure gradient (difference in air pressure) in the atmosphere around the target proceeds to fill the void created by this technique. That is, the air in the atmosphere flows (from high to low pressure) at a very rapid pace downwards onto the target in an attempt to balance out the variation (i.e. due to equilibrium). The result is that a powerful, yet artificial, downburst of wind/air that crashes down and expands outward on the target with a force that could level buildings and trees. This technique can be considered the Fuuton analogous of "Kirin" since it utilizes natural wind, as opposed to Fuuton chakra (the chakra is used to set up the jutsu but once in affect nature takes over).</span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'">*Note: Can only be used once.</span></p><p><span style="font-family: 'Cochin'">*Note: No S rank or above wind techniques the same and next turn.</span></p><p><span style="font-family: 'Cochin'">*Note: No technique above S-Rank for 2 turns</span></p><p><span style="font-family: 'Cochin'">*Can only be taught by McKnockout</span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'"><a href="http://narutobase.net/forums/showthread.php?t=633706">Learned Here</a></span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'">(Futon: Ātisuto no kunō)- Wind Release: Artist’s Affliction </span></p><p><span style="font-family: 'Cochin'">Type: Offensive/Defensive/Supplementary</span></p><p><span style="font-family: 'Cochin'">Rank: S</span></p><p><span style="font-family: 'Cochin'">Range: Short-Long (Explosion of Wind spans Short-Range)</span></p><p><span style="font-family: 'Cochin'">Chakra: 40 (-15 chakra per turn)</span></p><p><span style="font-family: 'Cochin'">Damage: 80</span></p><p><span style="font-family: 'Cochin'">Description: This technique revolves around the principle of using wind as a means of inflation, to create various kinds of animals. Through the rapid expulsion of wind chakra, the user is able to infuse any earthen object with his wind chakra. By infusing one’s wind chakra with these inanimate objects, the user is able to expand these substances greatly, inflating them to multiple times their original size. Essentially, the aforementioned objects would be flooded with compressed air internally, while its exterior would remain the same as its original material. Despite this, the technique does not become dual elemental. The objects, upon inflation, would take on the form of an animal of the user’s choosing. For example, the user could inflate a rock, forming a wind/earth boar which he could thereafter direct towards the opponent to deal damage. The kinds of animals that may be created through this technique are limitless, and is only bound by the user’s imagination. Aside from the plethora of animals the user may be able to create, the user is also capable of controlling the animal’s path through his own will. As such, this technique grants a certain sense of versatility to the user, in that the animals may be directed to do whatever the user chooses to. Upon impact, the animals would not only, due to their corporeality, deal physical damage, but also violently burst, releasing an explosive burst of wind which could further harm the opponent. The animals move at the same speed as the user, and are capable of gravitating through the air due to their composition, which contains a healthy dose of wind. It is worth noting that while the animals retain the general anatomical traits of its real-life counterparts, such as horns for rhinos, etc, the animals do not possess advanced traits such as venom. </span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'">Notes:</span></p><p><span style="font-family: 'Cochin'">-Can only be used 3x per battle</span></p><p><span style="font-family: 'Cochin'">-Animals last for 3 turns, before they disperse normally</span></p><p><span style="font-family: 'Cochin'">-More than 1 animal may be created with a single usage, though naturally, the animals would be smaller in size(can move separately)</span></p><p><span style="font-family: 'Cochin'">-No Wind above A-rank for the rest of, and the next turn.</span></p><p><span style="font-family: 'Cochin'">-Can only be used on Earth</span></p><p><span style="font-family: 'Cochin'">-No mythical creatures may be created through this technique. </span></p><p><span style="font-family: 'Cochin'">-While the animals may differ in size compared to their real-life counterparts, they cannot exceed the maximum size of an elephant, and can be no smaller than the original substance used for inflation</span></p><p><span style="font-family: 'Cochin'">-Can only be taught by Baldy</span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'"><a href="http://narutobase.net/forums/showthread.php?t=633706">Learned Here</a></span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'">(Futon: Pazuzu no puru)- Wind Release: Pull of Pazuzu </span></p><p><span style="font-family: 'Cochin'">Type: Supplementary</span></p><p><span style="font-family: 'Cochin'">Rank: B</span></p><p><span style="font-family: 'Cochin'">Range: Short-Long</span></p><p><span style="font-family: 'Cochin'">Chakra: N/A (+10 to chakra cost of each technique)</span></p><p><span style="font-family: 'Cochin'">Damage: (+20 to wind techniques)</span></p><p><span style="font-family: 'Cochin'">Description: This technique utilizes the suction effect that may be achieved through wind techniques. The user will activate an ability which allows him to infuse additional wind chakra into their own wind techniques. As a result, any subsequent Wind techniques performed by the user while this is active will gain a special property; the wind technique would produce a suction-like effect, which allows it to draw earthen particles(such as small rocks/rubble/soil sediments) from the terrain towards it. This causes the earthen particles to become embedded into the body of the wind technique. The earth particles serve to augment the destructive power of the wind techniques by granting it with an additional abrasive edge, thus allowing it to seemingly shred the opponent to bits. Of course, this technique is entirely dependant on the terrain; if there are no earthen particles on the battlefield, then this technique will be rendered useless. Additionally, this may also work on water sources; wind techniques would be able to use water droplets in place of earthen particles to achieve a similar effect. The suction effect produced by this technique is extremely strong - it makes all movement(eg. performing hand seals, running) extremely difficult and sluggish(though possible) when one is within short-range of the technique. Of course, this effect also applies to the user, who will be subjected to the same effects as long as the technique is within short-range of him. This technique is activated instantly; this is because this technique, when used independently, is unable of causing harm. </span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'">Notes:</span></p><p><span style="font-family: 'Cochin'">-Can only be used 4x per battle</span></p><p><span style="font-family: 'Cochin'">-Lasts for 3 turns</span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'"><a href="http://narutobase.net/forums/showthread.php?t=265845&page=4&highlight=Erzo">Learned Here</a></span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'">(Fūton: Kū Sora) – Wind Style: Spirit Void</span></p><p><span style="font-family: 'Cochin'">Type: Defensive/Supplementary </span></p><p><span style="font-family: 'Cochin'">Rank: S</span></p><p><span style="font-family: 'Cochin'">Range: Short - Long</span></p><p><span style="font-family: 'Cochin'">Chakra: 40 (-10 each time it's used)</span></p><p><span style="font-family: 'Cochin'">Damage: N/A</span></p><p><span style="font-family: 'Cochin'">Description: A technique simple in nature, but extremely effective, Spirit Void was one of Roy Mustang's own creation. Versed in it's defensive capabilities, the jutsu begins once the user channels and sends a a copious amount of his chakra into the skies above, ranging from short to long range all around. Following this ensues an unpredictable and quick movement of visible Wind in the skies, continuously flowing and swerving, seemingly without purpose before heading downwards and disappearing into nothing. However, purely through the users will (or through hand/leg/general body movement for cosmetics) the user can harness the wind power to create a defence which leaves the user unharmed. When seeing an incoming attack, through will the user controls the wind around the jutsu and forms it around the incoming attack, where the Wind would then slices/cut through it and/or blows it away, depending on the nature of the attack. For example, an Earthen projectile could be sliced and cut until it is no longer a danger, whereas a Water attack would be blown back. Of course when being used to defend, the Wind once again becomes visible to the naked eye, showing a green-ish hue. Although the process at the beginning appears to take time, when used within the same time frame of an incoming attack, the defense would be able to work just as well as any other Wind jutsu. This technique will only activate against techniques that it can neutralize (as an S-Rank Wind) and it will only activate once per turn and it cannot be stacked with other automatic defense jutsus. </span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'">~ Can only be taught by Erzo. This jutsu can be used twice, lasting four turns each time. Cannot be used consecutively, but instead with a one turn wait after four turns are up/the jutsu is deactivated. Although the user can manipulate this jutsu through will, thus allowing himself to remain unoccupied and free to perform other techniques, when used to defend against other techniques it will still count as one of the three allocated moves per turn.</span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'"><a href="http://narutobase.net/forums/showthread.php?t=265845&page=4&highlight=Erzo">Learned Here</a></span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'">(Fūton: Kamaitachi) - Wind Release: Sickle Draws</span></p><p><span style="font-family: 'Cochin'">Type: Supplementary</span></p><p><span style="font-family: 'Cochin'">Rank: A</span></p><p><span style="font-family: 'Cochin'">Range: N/A</span></p><p><span style="font-family: 'Cochin'">Chakra cost: N/A (+10 chakra cost to techniques this is applied to)</span></p><p><span style="font-family: 'Cochin'">Damage points: N/A</span></p><p><span style="font-family: 'Cochin'">Description: A two part jutsu, Sickle Draws aims to augment Wind jutsus in specific ways, allowing the usage of simple jutsus to become more complex, and simply more dangerous in nature. The nature of this jutsu itself only allows it to work alongside the Wind element. The first part requires the user to focus more of his Wind chakra into his future Fuuton jutsu which have no cutting abilities whatsoever (supplementary, defensive type techniques), and using said chakra to sharpen the outside edges of the aforementioned jutsu. This manipulation causes a change within the technique's shape and allows the most defensive Wind jutsu the capability to inflict lethal cutting damage. The damage output would depend on the rank of the supplementary/defensive jutsu used (i.e. an A-Rank will inflict 60 damage). The second usage of this jutsu allows the user to do the same, still only working on Wind jutsus, but instead only focuses on offensive Wind techniques, simply adding a +20 damage to the jutsu used in conjunction as it adds on to whatever it is used with, rather than focusing on things which are purely defensive. When used in either form, however many hand seals the jutsu used alongside this requires, an extra one (the Ram handseal) is added on. This is added on regardless of any abilities which the user may have which allows him to perform wind jutsus without hand seals (specialty, NB sword etc.) This is an activation type jutsu and its effects apply to future wind techniques rather than pre-existing ones. Activating this ability is instant and does not consume any time whatsoever. </span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'">~ Can only be taught by Erzo. Can only be used a maximum of two times per battle/event, and once used lasts a maximum of four turns, or until deactivated. Upon it being deactivated/timing out, the user must wait a turn before being able to use again. The user can decide to use one form 2 times, or mix and match as he likes, as long as both the first and second usages are not used at the same time.</span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'"><a href="http://narutobase.net/forums/showthread.php?t=710128&highlight=Scaze">Learned Here</a></span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'">(Fūton: Korosu Tame) - Wind Release: To Kill</span></p><p><span style="font-family: 'Cochin'">Type: Defence/Supplementary</span></p><p><span style="font-family: 'Cochin'">Rank: S-rank</span></p><p><span style="font-family: 'Cochin'">Range: Short</span></p><p><span style="font-family: 'Cochin'">Chakra Cost: 40 (-10 per turn)</span></p><p><span style="font-family: 'Cochin'">Damage Points: N/A</span></p><p><span style="font-family: 'Cochin'">Description: With a single hand seal, the user is able to create two mockingbirds from the palm of his hands (simply cosmetic, can be created from anywhere short range around the user). The mockingbirds are created with a chakra link between them which cannot be seen without the aid of Doujutsu, or through the use of chakra sensing techniques. The link between them forms a barrier of Wind around the user, protecting the user's body from harm of techniques which might have somehow slipped any other defences put up. The user uses this technique to send chakra to the mockingbirds upon their creation, which in return power the barrier of Wind around his body, protecting him from attacks by slicing or blowing them away (depends on the technique it is defending against, and is down to the users will). The secret to defeating the technique lays in the opponents ability to destroy the Wind made mockingbirds who are able to mimic speed of things they see in battle. If not destroyed, the birds are able to last for five turns before the chakra originally given to them upon creation is depleted. Unless the opponent decides to touch the user, this jutsu is purely defensive and can do no harm. Moreover, for the protection of others the user is able to - at the cost of a move - erect the barrier so that there is a 2 meter diameter with him/her in the center, allowing others protection as well. If they user was to want to return the barrier to its original size, it'd come at the cost of another move.</span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'">- Can only be used twice per battle, and once deactivated/destroyed by the opponent, there is a turn wait before being able to use this jutsu again. In the same turn this is used, the user must not use any Wind jutsus above S-rank.</span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'"><a href="http://narutobase.net/forums/showthread.php?t=175445&page=3&highlight=Scaze">Learned Here</a></span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'">Futon: Hakka-Gu | Wind Style: Fire Starter</span></p><p><span style="font-family: 'Cochin'">Type: Supplementary</span></p><p><span style="font-family: 'Cochin'">Rank: A</span></p><p><span style="font-family: 'Cochin'">Range: Short - Long</span></p><p><span style="font-family: 'Cochin'">Chakra Cost: 30</span></p><p><span style="font-family: 'Cochin'">Damage Points: N/A</span></p><p><span style="font-family: 'Cochin'">Description: When a slicing wind jutsu of any kind is performed, the user will control the blades of wind. Through their manipulation, the user will cause the blades to begin colliding rapidly while the original jutsu continues with its course of action. The collisions between the blades create sparks. The multitude of sparks that occur allow them to feed off of the initial wind jutsu and causes fire to become part of the element. The fire would add to the destructive power and potency of the initial wind jutsu. There are two ways the jutsu can be manipulated. First, the parent wind jutsu can become combined with fire creating a fire and wind combination jutsu. The second method is creating enough sparks to ignite the whole wind jutsu, causing the jutsu to become a fire natured attack. Both variations of this jutsu's usage then follow their respective elements strengths and weaknesses and have the same ranking/damage output as the parent jutsu. This jutsu can be used in the same timeframe as the initial jutsu, as it simply requires some additional maipulation while the initial jutsu is being created, or it can be used after the initial jutsu (not in the same timeframe). However if it isn't used in the same timeframe, it still must be used directly after the initial wind jutsu.</span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'">Restrictions</span></p><p><span style="font-family: 'Cochin'">- Can only be used three times</span></p><p><span style="font-family: 'Cochin'">- Can only be taught by Kryptiic</span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'"><a href="http://narutobase.net/forums/showthread.php?t=175445&page=2&highlight=Scaze">Learned Here</a></span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'">Futon: Sore wa Kaze no Nakada | Wind Style: It's in the Wind</span></p><p><span style="font-family: 'Cochin'">Type: Attack</span></p><p><span style="font-family: 'Cochin'">Rank: S</span></p><p><span style="font-family: 'Cochin'">Range: Short - Mid</span></p><p><span style="font-family: 'Cochin'">Chakra: 40</span></p><p><span style="font-family: 'Cochin'">Damage: 80</span></p><p><span style="font-family: 'Cochin'">Description: The user performs two hand seals and infuses their chakra into the wind around a target. They cause the air, two meters around the target to rapidly move in different directions. Hidden in the wind are very small, tangible sheets of wind. The sheets cut into the opponents body, not deep enough to kill, but because of the sheer amount of sharp sheets it feels like they are being torn to shreds and by the end of it their body is completely covered in cuts and their clothes completely torn. Although it's not meant to kill, the sheer number of cuts causes an immense amount of pain all over the body.</span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'">Restrictions</span></p><p><span style="font-family: 'Cochin'">– Can only be taught by Kryptiic</span></p><p><span style="font-family: 'Cochin'">– Can only be used two times per match.</span></p><p><span style="font-family: 'Cochin'">– No wind jutsu above A rank in the same turn.</span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'">(Futon: Do~ūmu no kuiirimasu) - Wind Release: Doom's Devour</span></p><p><span style="font-family: 'Cochin'">Type: Supplementary</span></p><p><span style="font-family: 'Cochin'">Rank: B</span></p><p><span style="font-family: 'Cochin'">Range: Short - Mid</span></p><p><span style="font-family: 'Cochin'">Chakra: 20</span></p><p><span style="font-family: 'Cochin'">Damage: N/A (+20 to hot/cold techniques)</span></p><p><span style="font-family: 'Cochin'">Description: Doom's Devour is a wind technique which is used to supplement techniques of elements which traits are one of heat or coolness within reason. It can be applied to both basic and advanced elemental natures. By knowing that each body that produces heat creates an air-cloak around themselves as to be capable of protecting from being affected by real temperature by feeling one which is eather few degrees cooler or hotter, user would use wind chakra as to eliminate it before the intial techniques reaches them. With performance of a single hand seal, user would coat a technique with wind chakra which function would be the one of affecting the air-cloak which is produced around entites. By doing this, the temperature that is felt by the technique intially sent would either increase or decrease (depending on the element used) due to opposing technique/entity not being in possession of the air-cloak which they are creating as to cushion the climate. So if a scorching technique is affected by the wind, it will not increase its size, flames and similar, however temperature which is felt by the opposing party would increase due to them not possessing the usual air-cloak which protects them from the said conditions. This technique is initiated with a performance of a single hand seal and due to its nature being the one to supplement other techniques once used it will happen in corresponding time-frame to the technique which it was used with. This would increase the damage of hot/cold techniques due to the increase in heat or coolness which is felt by those who are not enveloped by the air cloak.</span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'">Note: Can only be used three times per battle</span></p><p><span style="font-family: 'Cochin'">Note: Can only be Taught by Akasha</span></p><p><span style="font-family: 'Cochin'">Note: Cannot be used with streaming techniques unless the user possesses a kekkei genkai which allows them to mold wind and x-element simultaneously or YY.</span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'">Fuuton:torune-do rasen |Wind Release: Tornado Spiral|</span></p><p><span style="font-family: 'Cochin'">Type:Supplementary</span></p><p><span style="font-family: 'Cochin'">Rank:A</span></p><p><span style="font-family: 'Cochin'">Range:Short- Long</span></p><p><span style="font-family: 'Cochin'">Chakra Cost:25</span></p><p><span style="font-family: 'Cochin'">Damage Points:N/A</span></p><p><span style="font-family: 'Cochin'">Description: The user, focuses their wind chakra, creating rapid rotations around the lower section of the body, this rotation forms a spiralling tornado shaped gust of wind which is used to quickly transport the user [it races across the ground/air]The wind only rotates around the body, it does not partially transform the lower section. This technique can also be released if preferred by forming a hand gesture, the tornado will continue towards the opponent. If not, the user can also perform the hand gesture to stop the jutsu, the decision must be posted in the move.</span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'">Note:</span></p><p><span style="font-family: 'Cochin'">~can only be taught by ~Drizzy~</span></p><p><span style="font-family: 'Cochin'">~can only be created around the user</span></p><p><span style="font-family: 'Cochin'">~usable only three times per battle</span></p><p><span style="font-family: 'Cochin'">★Needs to have Wind Mastered</span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'">Fuuton: Kaze disuku |Wind Release: Disks of Wind|</span></p><p><span style="font-family: 'Cochin'">Type: Attack</span></p><p><span style="font-family: 'Cochin'">Rank: S Rank</span></p><p><span style="font-family: 'Cochin'">Range: Short- Long</span></p><p><span style="font-family: 'Cochin'">Chakra Cost: 40</span></p><p><span style="font-family: 'Cochin'">Damage Points: 80</span></p><p><span style="font-family: 'Cochin'">Description: The user channels wind chakra to the palm of his dominant hand, manipulating the chakra to create high rotation speeds. This creates a small rotating disk that can be thrown at the opponent. The disk travels at a fairly fast speed.</span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'">★can only be taught by ddkcwill</span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'">(Fūton: haipa tatsumaki) – Wind Release: Hyper Tornado</span></p><p><span style="font-family: 'Cochin'">Rank: A</span></p><p><span style="font-family: 'Cochin'">Type: Offensive</span></p><p><span style="font-family: 'Cochin'">Range: Short – Long</span></p><p><span style="font-family: 'Cochin'">Chakra cost: 30</span></p><p><span style="font-family: 'Cochin'">Damage points: 60</span></p><p><span style="font-family: 'Cochin'">Description: The user focuses their wind chakra into their hands and sends it to the sky. They use that chakra to gather clouds above the opponent and alter the weather conditions to the point of which wind will start to spin around the opponent until it turns into a tornado around the opponent. The opponent will be caught in the eye of the tornado so he/she will be trapped inside and so the user throws a large amount of shuriken into the tornado and uses their wind chakra to control the blades. After doing so the user controls the shuriken with their wind chakra and uses them to violently cut their opponent.</span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'">-The controling of the shuriken counts as one of the users turns</span></p><p><span style="font-family: 'Cochin'">-Can only be taught by ~Yard~</span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'">(Fuuton: Kaze Kei Kadou) Wind Release: Wind Whip Vortex</span></p><p><span style="font-family: 'Cochin'">Type: Attack</span></p><p><span style="font-family: 'Cochin'">Rank: A</span></p><p><span style="font-family: 'Cochin'">Range: Short-Mid</span></p><p><span style="font-family: 'Cochin'">Chakra Cost: 30</span></p><p><span style="font-family: 'Cochin'">Damage Points: 60</span></p><p><span style="font-family: 'Cochin'">Description: The user will begin to compress a large amount of chakra into their hand, forming it into a whip made out of the wind. The user will then swing the whip towards the opponent, releasing multiple vortexes of wind towards him.</span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'">Note:</span></p><p><span style="font-family: 'Cochin'">-After the vortexes are released the whip will dissipate</span></p><p><span style="font-family: 'Cochin'">-can only be used 3 times per match</span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'">(Fuuton:kaze hando) - wind style: hand of wind|</span></p><p><span style="font-family: 'Cochin'">Type: Offence/defence</span></p><p><span style="font-family: 'Cochin'">Rank:S</span></p><p><span style="font-family: 'Cochin'">Range:short</span></p><p><span style="font-family: 'Cochin'">Chakra:40</span></p><p><span style="font-family: 'Cochin'">Damage:80</span></p><p><span style="font-family: 'Cochin'">Description: The user concentrates fuuton chakra into his hands creating a vortex of wind around his hands.This vortex of wind is as sharp as a blade.Now the user can attack the his opponent only head on and he can use his hands to defend even against lighning justsu's of rank S and below and it can also be used to deflect kunai's and shurikens</span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'">NOTE:</span></p><p><span style="font-family: 'Cochin'">can only be taught by igneel</span></p><p><span style="font-family: 'Cochin'">no hand seals required</span></p><p><span style="font-family: 'Cochin'">cannot use any wind jutsu of A rank and above for 2 turns</span></p><p><span style="font-family: 'Cochin'">Can only be used three times</span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'">[Fuuton: Za Hyoujin Kaze] <img class="smilie smilie--emoji" alt="♦" title="Diamond suit :diamonds:" src="https://cdn.jsdelivr.net/emojione/assets/4.5/png/64/2666.png" data-shortname=":diamonds:" /> Wind Style: The Sharp Wind <img class="smilie smilie--emoji" alt="♦" title="Diamond suit :diamonds:" src="https://cdn.jsdelivr.net/emojione/assets/4.5/png/64/2666.png" data-shortname=":diamonds:" /></span></p><p><span style="font-family: 'Cochin'">Rank: S</span></p><p><span style="font-family: 'Cochin'">Type: Attack</span></p><p><span style="font-family: 'Cochin'">Range: Short/Long</span></p><p><span style="font-family: 'Cochin'">Chakra: 40</span></p><p><span style="font-family: 'Cochin'">Damage: 80</span></p><p><span style="font-family: 'Cochin'">Description: The user will gather wind into their hand and condense it with chakra. creating long and thin projectiles in their hand. Then the user can aim these projectiles, launching them at a target. The projectiles do not deal a very much damage, though they are made for precision instead. for if aimed at a very vital, or severe pressure point, the user can cause their target to be unable to battle. Though this is quite hard to do and requires a great amount of focus and accuracy. They are really sharp and fast and could pierce through steel.</span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'">~Usable only one times per battle.</span></p><p><span style="font-family: 'Cochin'">~Their as fast as Rock Lee without weights</span></p><p><span style="font-family: 'Cochin'">~Five projectiles are made from the users fingers.</span></p><p><span style="font-family: 'Cochin'">~No wind techniques the next turn.</span></p><p><span style="font-family: 'Cochin'">~Faust can only teach this.</span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'">(Fuuton: Kyanon) Fuuton Style: Fuuton Cannon</span></p><p><span style="font-family: 'Cochin'">Rank: S</span></p><p><span style="font-family: 'Cochin'">Type: Offensive/Defensive</span></p><p><span style="font-family: 'Cochin'">Range: Short-Long</span></p><p><span style="font-family: 'Cochin'">Chakra Cost: 40</span></p><p><span style="font-family: 'Cochin'">Damage Points: 80</span></p><p><span style="font-family: 'Cochin'">Descriptions: The user charges their finger with chakra then adds fuuton chakra into their index finger the same way as a chakra cannon and aims at the opponent, he then releases the vortex blast of wind infused chakra at the opponent sending him flying.</span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'">Note: Puts a tremendous strain on the users hand and can only be used 3x per battle</span></p><p><span style="font-family: 'Cochin'">Note: Cant use Wind Techniques for two turns</span></p><p><span style="font-family: 'Cochin'">Note: Must know chakra cannon to use this</span></p><p><span style="font-family: 'Cochin'">Note: Can only be taught by Nagato..</span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'">Wind Release: Typhoon Tyrant (Futon: Taifū Tairanto)</span></p><p><span style="font-family: 'Cochin'">Rank: B-Rank</span></p><p><span style="font-family: 'Cochin'">Type: Supplementary</span></p><p><span style="font-family: 'Cochin'">Range: Whole Field</span></p><p><span style="font-family: 'Cochin'">Chakra Cost: 25</span></p><p><span style="font-family: 'Cochin'">Damage Points: -</span></p><p><span style="font-family: 'Cochin'">Description: The user molds wind chakra in their hands, and releases it outward in a ball, which hits the sky and explodes, forming a large typhoon. All weapons that are long-ranged are sucked in, including kunai knives, explosive tags, etc. due to no hand control keeping them in place. The opponent and user are otherwise unaffected, besides the change in weather.</span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'">Note:</span></p><p><span style="font-family: 'Cochin'">If used in a water-filled area, such as near the ocean or a lake, or on water, the water can become extremely rough. Also, due to the winds, any other weather is blown away.[/SPOILER]</span></p><p>[/QUOTE]</p>
[QUOTE="System001, post: 21986888, member: 70437"] [FONT=Cochin][hr][/hr] [hr][/hr][FONT=Cochin][hr][/hr][/FONT][SPOILER] [B](Fuuton: Ekusupuro-Jon Uindo): Wind Release: Wind Explosion[/B] Type: Supplementary Rank: B Range: Short-Long Chakra: 20 Damage: N/A Description: During movement of the user. The user will release a burst of exploding wind towards the bottom of their feet to move at the speed of sound. It will appear to the opponent as the user had teleported, however this is not the case. Any dojutsu users as well as sound and sensory ninja's would be able to follow the movements however they would lose the movements towards the end as the user would be moving too fast. Note: User has to be moving to use this jutsu. Note: Can be used two times per battle. Note: Can't use to move in the air or fly around Note: Can use it to change direction, but will count towards the users 3 moves per turn Note: Can only use this to move within the line of sight. (Meaning can't go around walls without changing directions) Note: If ran into something the user will take -50 damage as a result of the great speed Note: Can only be taught by NineVision [URL='http://www.narutobase.net/forums/showthread.php?t=187805']Taught by Blizzard[/URL] [B][Kaze Fuukaku: Kaze Nami] Wind Style: Wind Tsunami[/B] Type: Attack Rank: A Range: Short/Long Chakra Cost: 30 Damage Points: 60 Description: User Emits huge amount of Wind Chakra in shape of a giant tsunami wave from his mouth which covers the battle field and shields the user from many weak ninjutsu's. When it comes in contact with anything it inflicts a severe blow. ♦ Can only be used thrice per battle ♦ Can only be taught by -Blizzard- [URL='http://narutobase.net/forums/showthread.php?t=346211&highlight=Scaze']Taught By Baldy[/URL] [B](Fuuton: Henteko Kunai ) - Wind Style: Strange Kunai[/B] Type: Attack Rank: B Range: Mid/Long Chakra Cost: 20 Damage Points: 40 Description: The user focuses their wind chakra onto the kunais. After they are thrown, they explode and turn into large tornados. If missed, tornado follows the opponent for a few seconds and disappears. [URL='http://www.narutobase.net/forums/showthread.php?t=175445']Taught by Kryptiic[/URL] [B]Fūton: Kakusareta Burēdo| Wind Release: Hidden Blade[/B] Type: Attack Rank: A Range: Short - Long Chakra: 30 Damage: 60 Description: The user creates a disk of spinning wind in one of their hands, the disk being two meters in diameter. Once it is formed the user slams that hand onto the ground and the disk spins so fast that it can easily slice through the earth, creating slight tremors as it slices. The user directs it to the opponent and when it's close makes the disk shoot out from the ground either in front or behind the opponent. The disk can only travel to mid range while travelling through the ground. When the disk is underground a soft humming sound can be heard and when it re-emerges a loud whizing sound can be heard. When the disk is shot out from the ground it is equivalent to a B rank jutsu. Restrictions - Only usable three times per match - No wind jutsu above A rank in the same turn - Can only be taught by Kryptiic [URL='http://narutobase.net/forums/showthread.php?t=265845&page=2']Taught By Erzo[/URL] [B](Fūton: Ōbu hakai) – Wind Release: Orb Destruction[/B] Rank: S Type: Attack Range: Short – Mid Chakra cost: 40 Damage points: 80 Description: The user performs 2 hand seals (Tiger and Boar) and releases his wind chakra in the area around his opponent, creating a gust of wind which blows towards the opponent, first blowing upwards leaving them 2/3 cm from the ground and then goes on to create an orb which would form around the opponent and begin to compress and close in on them, resulting in the formation an orb of wind which would trap them due to the pressure that acts as a solid form. Trapping the opponent would prevent them from having enough space to move their legs or arms, which in return means they can't perform hand seals if the technique actually connects. The user -if he/she wishes- can create two orbs if there are 2 opponents or an opponent and a summon, however, when this is done, the power of each orb decreases to A-rank. The pressure of the orb and the slicing winds damage the targets and may even tear them apart. Note: Can only be used twice. Note: No other wind jutsu in same turn. Note: No Wind jutsu higher than S-rank, next turn. [URL='http://narutobase.net/forums/showthread.php?t=380232&highlight=Baldy']Learned Here[/URL] [B](Futon: Itsuwari Uzu)- Wind Release: The Deceitful Vortex[/B] Type: Supplementary Rank: A Range: Short-Mid Chakra: 30 Damage: N/A Description: The user simply forms the mundane Dragon hand seal, putting his hands together, outstretched at chest level, his arms pointing at whichever direction he pinpoints this technique towards. Essentially, in the desired direction of the user, the user will manipulate the air currents in that location, controlling the air to spiral in whatever manner he/she desires, forming a vortex of wind, by manipulating the currents, whose size can range from the size of a limb, accentuating to the size of a slightly overlarge human. It's most primary function, is to use it in conjunction with other elemental techniques. Due to this technique stemming from the manipulation of air currents, the user can, immediately after using an elemental technique, almost in quick succession use this, manipulating the air currents around the technique to spiral and spin, causing the technique sent to be given a spiraling motion, which further accentuates its strength and impact. This technique can be used in conjunction with any Fire, Water, Mud-based Earth Techniques, and even Wind techniques, though not Lightning, of whatever rank. The spiraling motion added to the technique would amplify its impact, increasing its damage by a rank(essentially, +20). In that manner, this technique works in a similar fashion to Wave of Inspiration, being capable of using it right after the previous technique, almost successively. When combined with this technique, the spiraling motion of any technique would cause it to move faster. Notes: ~ Can only be used 3x per battle ~ Works on techniques up to A rank. [URL='http://narutobase.net/forums/showthread.php?t=441559&p=13414018#post13414018']Learned Here[/URL] [B](Fuuton: Manako no Shippuu) – Wind Release: Eye of the Gale[/B] Rank: B Type: Supplementary/Offensive/Defensive Range: Short - Mid Chakra Cost: 20 Damage Points: N/A (+20 damage to anything which moves through the portal) Description: The user will perform the Rat Handseal before focusing their fuuton chakra into the air at any location on the battlefield to generate a small, flat disc-shaped portal of wind, either near their location or the opponent's. A unique ability possessed by the portal of wind is any solid/liquid objects, constructs or techniques passing through it will have their cutting capabilities greatly amplified, as the disc of wind provides them with a green coating of sharp wind chakra much like the one produced in Wind Release: Vacuum Blade. The process in which this happens is similar to Danzo's technique (Vacuum Blade), where the blowing of fuuton chakra onto the weapon is substituted by the projectile(s) passing through the portal of wind. The layer of wind will amplify a construct's cutting properties to the extent, a thrown rock will become as destructive as a bullet, making this technique a very formidable weapon despite its non-offensive nature. This technique will only amplify the cutting capabilities of solid or liquid constructs e.g. rocks, kunai, bullets of water and etc, whilst only blocking/weakening any Lightning-based elements which attempt to pass through it. One disadvantage to the technique is, the opponent can also benefit from this technique if their thrown projectiles or techniques manage to pass through the portal, making this jutsu a very double-edged sword. The portal itself can have a maximum diameter of five meters and for any solid/liquid constructs to benefit from the cutting enhancement, they must be projectiles capable of fitting through it completely. Since this technique serves to imbue objects and techniques with a coating of wind chakra, they will become dual elemental techniques e.g. Wind/Earth or Wind/Water. Note: Lasts for two turns Note: Can only be Taught by Negative Knight Note: Can only be used four times per battle Note: Cool down time of two turns in between uses Note: Does not enhance speed of projectiles/techniques Note: Only amplifies cutting capabilities of solid or liquid constructs Note: Does not affect Fire or Wind-based techniques Note: Portal of wind can be created a maximum of ten meters away from the user [URL='http://narutobase.net/forums/showthread.php?t=443240']Learned Here[/URL] [B](Fuuton: Kyōfū no Jōshō) - Wind Release: Rising Gale[/B] Rank: B Type: Defense/Supplementary Range: Short-Long Chakra cost: 20 Damage points: N/A Description: The user summons an upward wind current in order to halt the decent of falling objects or lift objects into the air. The scale, strength, and duration of the current can be customized depending on the task to be performed. Although the current cannot be changed once created, it may be cancelled whenever the user desires. This technique is capable of hovering a giant summoning animal above the ground but cannot lift it very high. ~Can only be used three times per battle. ~Cannot be used for offensive purposes. [URL='http://narutobase.net/forums/showthread.php?t=443240']Learned Here[/URL] [B](Fuuton: Henka no Kaze)- Wind Release: Winds of Change[/B] Type: Attack/Defense/Supplementary Rank: S Range: Short-Long Chakra Cost: 40 (+15 each turn active) Damage: 80 Description: The user forms 3 handseals to generates and control wind currents throughout the battlefield that can vary in strength from a breeze to wind capable of lifting large buildings. The user must keep the last hand seal held to maintain precise control of the currents and continue the jutsu.However a fire technique of A rank or above can cut the control of the wind currents -Usable twice per battle -No A-rank or higher wind jutsu for the next 2 turns -Can only be taught by Shin-Akira [URL='http://narutobase.net/forums/showthread.php?t=265845&page=2&p=13453884#post13453884']Learned Here[/URL] [B](Fūton: Shū no Yūwaku Burīzu ) - Wind Release: Shu's Tempting Breeze[/B] Rank: S Type: Attack/Defence/Supplementary Range: Short - Mid Chakra cost: 40 Damage points: 80 Description: A simple jutsu used to combat against faster paced opponents, Shu's tempting breeze relies on the user to have faster moving opponents, who - once set off from their initial spot - can't control their speed and movement without effort. The user, upon seeing the opponent set off or prepare to set off would manipulate his chakra at the end of his finger tips (including thumbs) and extend multiple small birds which resemble hummingbirds in both looks and size (generally between 5-9 inches). The birds are made out of translucent wind which can be manipulated to fly around the user, creating a barrier of slicing wind, using their speed and sharpness of their beaks/wings to create the barrier, making it impossible for things to bypass them as they continue to intertwine with each other. The user would be able to manipulate the wind made hummingbirds, allowing him to not only create the barrier but also manipulate the birds to fly outwards and perform coordinated attacks which are extremely hard to evade and having the power to slice the opponents skin or even just pierce through their body. Although a simple move to counter, when used against faster moving opponents, the natural 'colour' of wind and the girth of the hummingbirds allows them to be extremely hard to see for an opponent moving at fast speeds. Moreover, as a Wind jutsu, the user can also change the nature of the technique so that rather than its slicing abilities, the hummingbirds madeof wind combine to provide a large blowing force which can be used to push back enemies and summons of various sizes within reason. The hummingbirds are generally fast flying birds, this allows them to keep up with faster opponents without trouble. This speed limit however, only goes up to the third gate. This special ability does not mean they are generally able to fly at that speed but they instead are able to merely have the ability to adjust their speed to match their opponent, when faced against opponents faster than their average speed which is generally equivalent to double of the average ninja. ~ Can only be used 2 times ~ Can only be taught by Erzo ~ Lasts 3 turns unless destroyed ~ Once used, must wait 1 turn before re-using. ~ No other wind jutsu higher than A-rank in same turn or next turn ~ The hummingbirds can be used to attack but will always act as a whole, seemingly like a flock and never individually. [URL='http://narutobase.net/forums/showthread.php?t=274065&highlight=Scaze']Learned Here[/URL] (Fuuton: Shinku Hari) - Wind style: Crimson Needles Rank: A Type: Attack/Supplementary Range: Short-Long Chakra Cost: 30 Damage: 60 Description: The user releases his Fuuton chakra into the air surrounding his opponent which allows him to manipulate the air around his opponent. By using shape manipulation, the user will create a barrage of wind needles in front of or beside the opponent which pierce into him at great speeds (due to the natural sharpness of Fuuton). The many needles are created close to the opponent and are virtually invisible to the naked eye or the inexperienced but do not deal a significant amount of damage - that is this jutsu sacrifices damage for a much more concentrated attack akin to when you compare a senbon to a kunai. The needles are then tainted with the opponent's blood thus giving the jutsu it's crimson colour, however fortunately for the opponent, when the needles are created he feels a slight change in wind current *Note: Can only be used 3 times per battle. *Note: No A rank wind techniques the same turn. *Note: Doujutsu users can clearly see the technique *Can only be taught by McKnockout [URL='http://narutobase.net/forums/showthread.php?t=274065']Learned Here[/URL] (Fuuton Seppaku: Kakou no Washi) - Wind Pressure style: Decent of the Eagle Rank: S Type: Attack Range: Short-Long Chakra Cost: 40 Damage: 80 Description: The user concentrates his Fuuton chakra throughout the air and by using their mastery of charka control and Fuuton Release, the user manipulates the air pressure (number of air molecules) of a chosen area. Manipulating the air pressure alters the force per unit area exerted on the target by the weight of air above them - and to perform this technique, the user creates a large low pressure column around their target. After the low pressure area is created, the pressure gradient (difference in air pressure) in the atmosphere around the target proceeds to fill the void created by this technique. That is, the air in the atmosphere flows (from high to low pressure) at a very rapid pace downwards onto the target in an attempt to balance out the variation (i.e. due to equilibrium). The result is that a powerful, yet artificial, downburst of wind/air that crashes down and expands outward on the target with a force that could level buildings and trees. This technique can be considered the Fuuton analogous of "Kirin" since it utilizes natural wind, as opposed to Fuuton chakra (the chakra is used to set up the jutsu but once in affect nature takes over). *Note: Can only be used once. *Note: No S rank or above wind techniques the same and next turn. *Note: No technique above S-Rank for 2 turns *Can only be taught by McKnockout [URL='http://narutobase.net/forums/showthread.php?t=633706']Learned Here[/URL] (Futon: Ātisuto no kunō)- Wind Release: Artist’s Affliction Type: Offensive/Defensive/Supplementary Rank: S Range: Short-Long (Explosion of Wind spans Short-Range) Chakra: 40 (-15 chakra per turn) Damage: 80 Description: This technique revolves around the principle of using wind as a means of inflation, to create various kinds of animals. Through the rapid expulsion of wind chakra, the user is able to infuse any earthen object with his wind chakra. By infusing one’s wind chakra with these inanimate objects, the user is able to expand these substances greatly, inflating them to multiple times their original size. Essentially, the aforementioned objects would be flooded with compressed air internally, while its exterior would remain the same as its original material. Despite this, the technique does not become dual elemental. The objects, upon inflation, would take on the form of an animal of the user’s choosing. For example, the user could inflate a rock, forming a wind/earth boar which he could thereafter direct towards the opponent to deal damage. The kinds of animals that may be created through this technique are limitless, and is only bound by the user’s imagination. Aside from the plethora of animals the user may be able to create, the user is also capable of controlling the animal’s path through his own will. As such, this technique grants a certain sense of versatility to the user, in that the animals may be directed to do whatever the user chooses to. Upon impact, the animals would not only, due to their corporeality, deal physical damage, but also violently burst, releasing an explosive burst of wind which could further harm the opponent. The animals move at the same speed as the user, and are capable of gravitating through the air due to their composition, which contains a healthy dose of wind. It is worth noting that while the animals retain the general anatomical traits of its real-life counterparts, such as horns for rhinos, etc, the animals do not possess advanced traits such as venom. Notes: -Can only be used 3x per battle -Animals last for 3 turns, before they disperse normally -More than 1 animal may be created with a single usage, though naturally, the animals would be smaller in size(can move separately) -No Wind above A-rank for the rest of, and the next turn. -Can only be used on Earth -No mythical creatures may be created through this technique. -While the animals may differ in size compared to their real-life counterparts, they cannot exceed the maximum size of an elephant, and can be no smaller than the original substance used for inflation -Can only be taught by Baldy [URL='http://narutobase.net/forums/showthread.php?t=633706']Learned Here[/URL] (Futon: Pazuzu no puru)- Wind Release: Pull of Pazuzu Type: Supplementary Rank: B Range: Short-Long Chakra: N/A (+10 to chakra cost of each technique) Damage: (+20 to wind techniques) Description: This technique utilizes the suction effect that may be achieved through wind techniques. The user will activate an ability which allows him to infuse additional wind chakra into their own wind techniques. As a result, any subsequent Wind techniques performed by the user while this is active will gain a special property; the wind technique would produce a suction-like effect, which allows it to draw earthen particles(such as small rocks/rubble/soil sediments) from the terrain towards it. This causes the earthen particles to become embedded into the body of the wind technique. The earth particles serve to augment the destructive power of the wind techniques by granting it with an additional abrasive edge, thus allowing it to seemingly shred the opponent to bits. Of course, this technique is entirely dependant on the terrain; if there are no earthen particles on the battlefield, then this technique will be rendered useless. Additionally, this may also work on water sources; wind techniques would be able to use water droplets in place of earthen particles to achieve a similar effect. The suction effect produced by this technique is extremely strong - it makes all movement(eg. performing hand seals, running) extremely difficult and sluggish(though possible) when one is within short-range of the technique. Of course, this effect also applies to the user, who will be subjected to the same effects as long as the technique is within short-range of him. This technique is activated instantly; this is because this technique, when used independently, is unable of causing harm. Notes: -Can only be used 4x per battle -Lasts for 3 turns [URL='http://narutobase.net/forums/showthread.php?t=265845&page=4&highlight=Erzo']Learned Here[/URL] (Fūton: Kū Sora) – Wind Style: Spirit Void Type: Defensive/Supplementary Rank: S Range: Short - Long Chakra: 40 (-10 each time it's used) Damage: N/A Description: A technique simple in nature, but extremely effective, Spirit Void was one of Roy Mustang's own creation. Versed in it's defensive capabilities, the jutsu begins once the user channels and sends a a copious amount of his chakra into the skies above, ranging from short to long range all around. Following this ensues an unpredictable and quick movement of visible Wind in the skies, continuously flowing and swerving, seemingly without purpose before heading downwards and disappearing into nothing. However, purely through the users will (or through hand/leg/general body movement for cosmetics) the user can harness the wind power to create a defence which leaves the user unharmed. When seeing an incoming attack, through will the user controls the wind around the jutsu and forms it around the incoming attack, where the Wind would then slices/cut through it and/or blows it away, depending on the nature of the attack. For example, an Earthen projectile could be sliced and cut until it is no longer a danger, whereas a Water attack would be blown back. Of course when being used to defend, the Wind once again becomes visible to the naked eye, showing a green-ish hue. Although the process at the beginning appears to take time, when used within the same time frame of an incoming attack, the defense would be able to work just as well as any other Wind jutsu. This technique will only activate against techniques that it can neutralize (as an S-Rank Wind) and it will only activate once per turn and it cannot be stacked with other automatic defense jutsus. ~ Can only be taught by Erzo. This jutsu can be used twice, lasting four turns each time. Cannot be used consecutively, but instead with a one turn wait after four turns are up/the jutsu is deactivated. Although the user can manipulate this jutsu through will, thus allowing himself to remain unoccupied and free to perform other techniques, when used to defend against other techniques it will still count as one of the three allocated moves per turn. [URL='http://narutobase.net/forums/showthread.php?t=265845&page=4&highlight=Erzo']Learned Here[/URL] (Fūton: Kamaitachi) - Wind Release: Sickle Draws Type: Supplementary Rank: A Range: N/A Chakra cost: N/A (+10 chakra cost to techniques this is applied to) Damage points: N/A Description: A two part jutsu, Sickle Draws aims to augment Wind jutsus in specific ways, allowing the usage of simple jutsus to become more complex, and simply more dangerous in nature. The nature of this jutsu itself only allows it to work alongside the Wind element. The first part requires the user to focus more of his Wind chakra into his future Fuuton jutsu which have no cutting abilities whatsoever (supplementary, defensive type techniques), and using said chakra to sharpen the outside edges of the aforementioned jutsu. This manipulation causes a change within the technique's shape and allows the most defensive Wind jutsu the capability to inflict lethal cutting damage. The damage output would depend on the rank of the supplementary/defensive jutsu used (i.e. an A-Rank will inflict 60 damage). The second usage of this jutsu allows the user to do the same, still only working on Wind jutsus, but instead only focuses on offensive Wind techniques, simply adding a +20 damage to the jutsu used in conjunction as it adds on to whatever it is used with, rather than focusing on things which are purely defensive. When used in either form, however many hand seals the jutsu used alongside this requires, an extra one (the Ram handseal) is added on. This is added on regardless of any abilities which the user may have which allows him to perform wind jutsus without hand seals (specialty, NB sword etc.) This is an activation type jutsu and its effects apply to future wind techniques rather than pre-existing ones. Activating this ability is instant and does not consume any time whatsoever. ~ Can only be taught by Erzo. Can only be used a maximum of two times per battle/event, and once used lasts a maximum of four turns, or until deactivated. Upon it being deactivated/timing out, the user must wait a turn before being able to use again. The user can decide to use one form 2 times, or mix and match as he likes, as long as both the first and second usages are not used at the same time. [URL='http://narutobase.net/forums/showthread.php?t=710128&highlight=Scaze']Learned Here[/URL] (Fūton: Korosu Tame) - Wind Release: To Kill Type: Defence/Supplementary Rank: S-rank Range: Short Chakra Cost: 40 (-10 per turn) Damage Points: N/A Description: With a single hand seal, the user is able to create two mockingbirds from the palm of his hands (simply cosmetic, can be created from anywhere short range around the user). The mockingbirds are created with a chakra link between them which cannot be seen without the aid of Doujutsu, or through the use of chakra sensing techniques. The link between them forms a barrier of Wind around the user, protecting the user's body from harm of techniques which might have somehow slipped any other defences put up. The user uses this technique to send chakra to the mockingbirds upon their creation, which in return power the barrier of Wind around his body, protecting him from attacks by slicing or blowing them away (depends on the technique it is defending against, and is down to the users will). The secret to defeating the technique lays in the opponents ability to destroy the Wind made mockingbirds who are able to mimic speed of things they see in battle. If not destroyed, the birds are able to last for five turns before the chakra originally given to them upon creation is depleted. Unless the opponent decides to touch the user, this jutsu is purely defensive and can do no harm. Moreover, for the protection of others the user is able to - at the cost of a move - erect the barrier so that there is a 2 meter diameter with him/her in the center, allowing others protection as well. If they user was to want to return the barrier to its original size, it'd come at the cost of another move. - Can only be used twice per battle, and once deactivated/destroyed by the opponent, there is a turn wait before being able to use this jutsu again. In the same turn this is used, the user must not use any Wind jutsus above S-rank. [URL='http://narutobase.net/forums/showthread.php?t=175445&page=3&highlight=Scaze']Learned Here[/URL] Futon: Hakka-Gu | Wind Style: Fire Starter Type: Supplementary Rank: A Range: Short - Long Chakra Cost: 30 Damage Points: N/A Description: When a slicing wind jutsu of any kind is performed, the user will control the blades of wind. Through their manipulation, the user will cause the blades to begin colliding rapidly while the original jutsu continues with its course of action. The collisions between the blades create sparks. The multitude of sparks that occur allow them to feed off of the initial wind jutsu and causes fire to become part of the element. The fire would add to the destructive power and potency of the initial wind jutsu. There are two ways the jutsu can be manipulated. First, the parent wind jutsu can become combined with fire creating a fire and wind combination jutsu. The second method is creating enough sparks to ignite the whole wind jutsu, causing the jutsu to become a fire natured attack. Both variations of this jutsu's usage then follow their respective elements strengths and weaknesses and have the same ranking/damage output as the parent jutsu. This jutsu can be used in the same timeframe as the initial jutsu, as it simply requires some additional maipulation while the initial jutsu is being created, or it can be used after the initial jutsu (not in the same timeframe). However if it isn't used in the same timeframe, it still must be used directly after the initial wind jutsu. Restrictions - Can only be used three times - Can only be taught by Kryptiic [URL='http://narutobase.net/forums/showthread.php?t=175445&page=2&highlight=Scaze']Learned Here[/URL] Futon: Sore wa Kaze no Nakada | Wind Style: It's in the Wind Type: Attack Rank: S Range: Short - Mid Chakra: 40 Damage: 80 Description: The user performs two hand seals and infuses their chakra into the wind around a target. They cause the air, two meters around the target to rapidly move in different directions. Hidden in the wind are very small, tangible sheets of wind. The sheets cut into the opponents body, not deep enough to kill, but because of the sheer amount of sharp sheets it feels like they are being torn to shreds and by the end of it their body is completely covered in cuts and their clothes completely torn. Although it's not meant to kill, the sheer number of cuts causes an immense amount of pain all over the body. Restrictions – Can only be taught by Kryptiic – Can only be used two times per match. – No wind jutsu above A rank in the same turn. (Futon: Do~ūmu no kuiirimasu) - Wind Release: Doom's Devour Type: Supplementary Rank: B Range: Short - Mid Chakra: 20 Damage: N/A (+20 to hot/cold techniques) Description: Doom's Devour is a wind technique which is used to supplement techniques of elements which traits are one of heat or coolness within reason. It can be applied to both basic and advanced elemental natures. By knowing that each body that produces heat creates an air-cloak around themselves as to be capable of protecting from being affected by real temperature by feeling one which is eather few degrees cooler or hotter, user would use wind chakra as to eliminate it before the intial techniques reaches them. With performance of a single hand seal, user would coat a technique with wind chakra which function would be the one of affecting the air-cloak which is produced around entites. By doing this, the temperature that is felt by the technique intially sent would either increase or decrease (depending on the element used) due to opposing technique/entity not being in possession of the air-cloak which they are creating as to cushion the climate. So if a scorching technique is affected by the wind, it will not increase its size, flames and similar, however temperature which is felt by the opposing party would increase due to them not possessing the usual air-cloak which protects them from the said conditions. This technique is initiated with a performance of a single hand seal and due to its nature being the one to supplement other techniques once used it will happen in corresponding time-frame to the technique which it was used with. This would increase the damage of hot/cold techniques due to the increase in heat or coolness which is felt by those who are not enveloped by the air cloak. Note: Can only be used three times per battle Note: Can only be Taught by Akasha Note: Cannot be used with streaming techniques unless the user possesses a kekkei genkai which allows them to mold wind and x-element simultaneously or YY. Fuuton:torune-do rasen |Wind Release: Tornado Spiral| Type:Supplementary Rank:A Range:Short- Long Chakra Cost:25 Damage Points:N/A Description: The user, focuses their wind chakra, creating rapid rotations around the lower section of the body, this rotation forms a spiralling tornado shaped gust of wind which is used to quickly transport the user [it races across the ground/air]The wind only rotates around the body, it does not partially transform the lower section. This technique can also be released if preferred by forming a hand gesture, the tornado will continue towards the opponent. If not, the user can also perform the hand gesture to stop the jutsu, the decision must be posted in the move. Note: ~can only be taught by ~Drizzy~ ~can only be created around the user ~usable only three times per battle ★Needs to have Wind Mastered Fuuton: Kaze disuku |Wind Release: Disks of Wind| Type: Attack Rank: S Rank Range: Short- Long Chakra Cost: 40 Damage Points: 80 Description: The user channels wind chakra to the palm of his dominant hand, manipulating the chakra to create high rotation speeds. This creates a small rotating disk that can be thrown at the opponent. The disk travels at a fairly fast speed. ★can only be taught by ddkcwill (Fūton: haipa tatsumaki) – Wind Release: Hyper Tornado Rank: A Type: Offensive Range: Short – Long Chakra cost: 30 Damage points: 60 Description: The user focuses their wind chakra into their hands and sends it to the sky. They use that chakra to gather clouds above the opponent and alter the weather conditions to the point of which wind will start to spin around the opponent until it turns into a tornado around the opponent. The opponent will be caught in the eye of the tornado so he/she will be trapped inside and so the user throws a large amount of shuriken into the tornado and uses their wind chakra to control the blades. After doing so the user controls the shuriken with their wind chakra and uses them to violently cut their opponent. -The controling of the shuriken counts as one of the users turns -Can only be taught by ~Yard~ (Fuuton: Kaze Kei Kadou) Wind Release: Wind Whip Vortex Type: Attack Rank: A Range: Short-Mid Chakra Cost: 30 Damage Points: 60 Description: The user will begin to compress a large amount of chakra into their hand, forming it into a whip made out of the wind. The user will then swing the whip towards the opponent, releasing multiple vortexes of wind towards him. Note: -After the vortexes are released the whip will dissipate -can only be used 3 times per match (Fuuton:kaze hando) - wind style: hand of wind| Type: Offence/defence Rank:S Range:short Chakra:40 Damage:80 Description: The user concentrates fuuton chakra into his hands creating a vortex of wind around his hands.This vortex of wind is as sharp as a blade.Now the user can attack the his opponent only head on and he can use his hands to defend even against lighning justsu's of rank S and below and it can also be used to deflect kunai's and shurikens NOTE: can only be taught by igneel no hand seals required cannot use any wind jutsu of A rank and above for 2 turns Can only be used three times [Fuuton: Za Hyoujin Kaze] ♦ Wind Style: The Sharp Wind ♦ Rank: S Type: Attack Range: Short/Long Chakra: 40 Damage: 80 Description: The user will gather wind into their hand and condense it with chakra. creating long and thin projectiles in their hand. Then the user can aim these projectiles, launching them at a target. The projectiles do not deal a very much damage, though they are made for precision instead. for if aimed at a very vital, or severe pressure point, the user can cause their target to be unable to battle. Though this is quite hard to do and requires a great amount of focus and accuracy. They are really sharp and fast and could pierce through steel. ~Usable only one times per battle. ~Their as fast as Rock Lee without weights ~Five projectiles are made from the users fingers. ~No wind techniques the next turn. ~Faust can only teach this. (Fuuton: Kyanon) Fuuton Style: Fuuton Cannon Rank: S Type: Offensive/Defensive Range: Short-Long Chakra Cost: 40 Damage Points: 80 Descriptions: The user charges their finger with chakra then adds fuuton chakra into their index finger the same way as a chakra cannon and aims at the opponent, he then releases the vortex blast of wind infused chakra at the opponent sending him flying. Note: Puts a tremendous strain on the users hand and can only be used 3x per battle Note: Cant use Wind Techniques for two turns Note: Must know chakra cannon to use this Note: Can only be taught by Nagato.. Wind Release: Typhoon Tyrant (Futon: Taifū Tairanto) Rank: B-Rank Type: Supplementary Range: Whole Field Chakra Cost: 25 Damage Points: - Description: The user molds wind chakra in their hands, and releases it outward in a ball, which hits the sky and explodes, forming a large typhoon. All weapons that are long-ranged are sucked in, including kunai knives, explosive tags, etc. due to no hand control keeping them in place. The opponent and user are otherwise unaffected, besides the change in weather. Note: If used in a water-filled area, such as near the ocean or a lake, or on water, the water can become extremely rough. Also, due to the winds, any other weather is blown away.[/SPOILER][/FONT] [/QUOTE]
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