Vegeta's Custom ways to kill

Vegeta

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Bijuutsu
(Bijuutsu : Fu Kinkou) Tailed Beast Technique: Imbalance
Type: Supplementary
Rank: B
Range: Short - Mid
Chakra Cost: N/A (+20 Per Technique)
Damage Points: N/A
Description: Utilizing the concept of Duality, this sister technique came to life - as the user will infuse both positive black chakra and negative white chakra into that of a technique of their choice. A positive to negative ratio of 6:4 is used, giving it similar properties to the tailed beast bomb technique in terms of destructive capability, though not on that level of course. Mixing the tailed beast chakra with another technique makes it predictably unstable, and as such it can only be used with supplementary or defensive techniques with no offensive capability. Once this chakra has been mixed in to the other technique, it becomes dangerously unstable itself, causing it to explode with strength equal to the rank of the original technique. This is due the ratio of bijuu chakra infused into it, as seen when a Bijuudama meets it's end point it would explode violently. This can only be used four times per battle, with a cool down of two turns between each use and no Bijuu techniques above A rank in the same turn. Explosions produced through this technique cover a short-ranged radial reach.
-Can only be used with techniques that have no damage
to being taught

(Bijuu Fuinjutsu: Akuma no mado shīru) - Tailed Beast Sealing Technique: Demon's Window Seal
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: 30 (for activation)
Damage: N/A
Description: This seal was created specifically for Jinchuriki as a way of giving their Bijuu a more active role in battle. The Demon's Window Seal is placed on a Jinchuriki's body and gives their Bijuu a window into the outside world, appearing as a "screen" of sorts inside their inner sanctum. This allows them to see in the direction that the seal is facing, with a standard field of view. A common location for the seal is the nape of the Jinchuriki's neck which allows the Bijuu to watch their host's back, though more offensively minded Jinchuriki may place the seal elsewhere. This viewing window is active at all times as a passive function for the seal.Beyond being able to see through the seal, the Bijuu and host are able to activate it to create a temporary gateway into the real world, appearing as an enlarged version of the seal in the air at the desired location. While not large enough for the Bijuu to escape through, it does allow the passage of a limb or tail, or even a technique. Whether it is the Bijuu or the Host activating the seal, the gateway must be created within eye sight. Should the Tailed Beast attack through the gateway with a limb or tail, the strength of the attack is A rank. They are able to use techniques of the fields they can use during its full transformation (e.g. Wind and Sand for Shukaku, or Wind and Taijutsu for Chomei), but with half the added power bonus and excluding any technique that is exclusive to their full transformation. The gateway can only be used for one action per usage, after which it closes.
-Must be stated in the biography, along with location on the body.
-Can only be activated four times per battle.
-Physical attacks count as A-rank in strength, but do not count as a move in the user's turn.
-Activation of the seal counts as a move in the user's turn, as does any technique released through the gateway
to being taught

Bijutsu: Haraguroi Gyakumodori (Tailed Beast Skill: Malicious Reversal)
Type: Defence
Rank: A
Chakra: 30
Damage: Equal to the Opponent's Attack
Description: When the user uses their bijuu's chakra they use this jutsu to reverse any A-E Rank jutsu. Earth justu are hardened or crumbled depending on the type, Fire and Wind Jutsu are reversed back at the opponent, Lightning and Water are either reversed or dissipated depending on the type of jutsu being used.
(only usable 4 times a battle)
(may be used without transforming into the bijuu)
to being taught

(Bijuutsu : Soutsui Sei) Tailed Beast Technique: Duality
Type: Supplementary
Rank: B
Range: Short - Mid
Chakra Cost: N/A (+20 Per Technique)
Damage Points: N/A
Description: A unique technique that utilizes the chakra of which a Bijuu is capable of transferring into it's Jinchuriki. This chakra is commonly refered in two different types, negative white chakra and positive black chakra as seen when a Jinchuriki/Bijuu is stabilizing the ratio within a Bijuudama. However this is infusion technique in which allows the Jinchurki to separately infuse one of the mentioned chakra forms above in order to achieve unique effects, while also recreating the ratio balance within i.e elemental ninjutsu.

Positive Black Chakra when infused into a technique of the Jinchuriki becomes mixed into the technique; allowing for the selected technique to have it's nautral weakness removed and instead behave akin to Bijuu Chakra; thus being neutral to all. This process is done by tampering with the ratio of the technique, allowing for the infused jutsu to be created just as normal but with the additional chakra it would play the role of neutralizing the selected technique. The infused technique of course remains the same; having i.e fire still capable of dealing burning damage etc. One cosmetic change however is the infused techniques tend to appear more darker than normal, showing that the technique is under the effects of the infusion.

Negative White Chakra when infused into a technique of the Jinchuriki becomes mixed into the technique; will seek to become enhanced and gain far more power than before. The technique in question will gain an additional rank for A Ranks and below while S Ranks and above will gain +20. This is based on the idea of wanting to empower other techniques the Bijuu has no inherit affinity towards such as the Nibi towards Fire Release and as such cannot be applied to it.One cosmetic change however is the infused techniques tend to appear more lighter than normal, showing that the technique is under the effects of the infusion.

Each infusion can only be used twice per battle; though the technique over all may be used four times. Infusion lasts as long as the applied technique, while this technique goes on a two turn cool while no A Rank and above Bijutsu in the same and next turn.
to being taught

( Jōkiton - Sūpā Jōki Chūnyū ) Steam Release - Super Steam Infusion
Type: Supplemental/Attack/Defense
Rank: S
Range: N/A
Chakra Cost: 40
Damage Points: N/A
Description: Jōki chūnyū is a technique only capable by the Jinchūriki of the Gobi, in which the user will passively infuse their water techniques with Steam Release Chakra. Through this, the technique it is applied to will immediately begin heating up to boiling temperatures causing steam to be released along side it increasing it's potency due to the vast heat being introduced, however the user will continue to increase the temperature of the Steam chakra creating something only the Jinchuriki of the 5 Tails is capable of, Super-heated Steam. What this does is increase the energy in the steam, and makes the steam increase in temps to a degree that the steam itself becomes extremely volatile, able to set things on fire that make contact with it or even get too close. This translates into a damage increase of +20 to techniques A rank and below (S-ranks gain +10), while techniques which originally did no damage will now deal it in occurrence to it's rank (but will not gain the inherit damage increase). The water/steam is easily capable of melting flesh off of bone at higher levels of use.

- Infusion of Steam Chakra lasts 4 turns
- Usable 2x per battle, 2 turn cool down between uses
- Can only be used by a 5 Tails bio with Katon main specialty
Example of Super-heated Steam
[video=youtube;R9uvIhgVz04]https://www.youtube.com/watch?v=R9uvIhgVz04[/video]
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(Bijuutsu: Tōka-ritsu) - Tailed Beast Technique: Transmittance
Type: Attack/Defense/Supplementary
Rank: B-S
Range: Short-Long
Chakra Cost: 20-40
Damage: 40-80
Description: This technique is a basic and general one that can be used by any jinchuriki, or pseudo-jinchuriki, that is capable of achieving a chakra shroud. Using that same basic concept, the jinchuriki draws out their tailed beast chakra, but instead of allowing it to form a shroud they utilize shape manipulation to re-purpose it in a way of their choosing. This can be used to create a wide assortment of objects such as pillars, shields, waves, etc. As the chakra is released from the jinchuriki's body, these things must originate from their body and cannot "appear" elsewhere on the field. These techniques share the same translucent red-orange as the jinchuriki's chakra shroud. S Rank Version can only be used thrice per battle with a cool down of two turns between each use while no Bijutsu A rank and above in the same turn.
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Taught to: , , Shady, LGeezy

Hakai-teki no Koromo - Destructive Shroud

Type: Supplementary
Rank: S-rank
Range: Short (self)
Chakra: 40
Damage: 10 on contact
Description: In a similar manner to how they would gather Positive and Negative Chakra for a Bijuudama, in a ratio of 8:2, the Jinchuuriki and Bijuu will incorporate this and mould it into their Chakra Shroud. This would darken the normally translucent appearance of the standard Chakra Shroud as the density of the chakra is drastically increased, having the same density as a Bijuudama, drastically strengthening the offensive and defensive capabilities of the shroud. Being a much more dense chakra, the defensive capabilities rise significantly to the point where it can defend against S-rank taijutsu or A-ranked Ninjutsu and below, while dealing 10 damage on contact with a target. Offensively, this Shroud grants and extra +10 damage to offensive Tailed Beast Skills and a +15 boost to taijutsu with the option to forgo these boosts in favour of an explosive/concussive effect instead by detonating on contact with the target if they so choose. This explosive effect will boost the power of the Chakra Shroud based tailed beast skill or taijutsu by 1 rank up to S-rank, giving S-ranks and greater a +10 damage boost, as well as violently knocking the opponent short-range away. When the detonation is used in conjunction with Taijutsu, the Jinchuuriki will not have the shroud covering the limb/area that was detonated for one turn while it reforms, passively costing an additional activation chakra to do so.
Notes:
-Counts as a use of the Chakra Shroud.
-Can only be used once and lasts for a maximum of four turns.
Link to being taught
 
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Vegeta

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Custom Tech
Sukautā - Scouter
Type: Tools
Rank: A-rank
Range: Short-Long
Chakra: 30 activation 10 per turn thereafter
Damage: N/A
Description: A Scouter is a scanning piece of Ninja technology, contained in a unit that fits over the users left ear, with a semi-transparent coloured monocle that serves as a display, covering the left eye. The colours can vary depending on the users preference but it has no bearing on the usage of the Scouter. The primary function of the scouter is to Scan the Chakra level of an opponent or groups of opponents, displaying a numerical value as well as an arrow to indicate the direction of the chakra source, if they happened to be outside the display-screens field of view. The Scouter is able to pick up Chakra Signals at a vast range, up to a single landmark away; though if multiple Chakra Sources are in the same landmark, it is only able to show the number of individual signals, instead of each Chakra Level. The Scouter will not detect Chakra if the target is using a chakra suppressing ability.
Upon initial activation, it will only show the current level of targets within Long-range of the user, requiring an additional activation cost to scan into the next landmark. Once a targets Chakra has been scanned, it will not constantly update the chakra level as it depletes, instead requiring another activation cost (30 chakra) to update the reading to the targets new chakra level. So long as the user spends the chakra, they are able to constantly track up to five targets at all times, so long as they remain or enter mid-range, unless they use a chakra suppressing ability. The scouter can only track up to two targets if they are long-range away from the wielder, and any targets within an adjacent landmark, will appear as one reading with their combined chakra level displayed on the screen. The scouter is able to track any source of chakra, from projectiles, to clones, to summons and animal companions; anything with a readable chakra source present. This ability to detect targets does grant a small boost to the users tracking speed, granting an equivalent to a 2T Sharingan.
Scouter's are able to provide a direct line of communication with other Scouter's and communication devices, via implementation of a modified script from a communication scroll, however only when the Scouter is active. This communication extends up to three landmarks in any direction and can easily be heard by the wielder due to the device being ear-mounted.
Notes:
-Scouter can remain active so long as the user has the chakra reserves to do so.
-Scouter Tracking speeds do not stack with Doujutsu
-Can only be made/taught by Shinta and a max of 3 can be used.
-Full body lightning jutsu of B rank and higher will short-out the Scouter, making it unusable for five turns. S rank lightning will destroy the Scouter.
to being taught

( Eld no Jū ) The Guns of Eld
Type: Weapon
Rank: S-Rank
Range: Short - Long ( 50meters)
Chakra: Depends
Damage: Depends
Description: A pair of revolvers once used by a man known as the Last Gunslinger, forged from an unknown indestructible alloy said to be the melted down remnants of the mighty sword Excalibur, wielded by King Arthur Eld during his fateful battle with the Dark wizard Maerlyn and the Crimson Queen. The blacksmith who forged the dual six-shooters was said to have combined his Katon with a special Sage Oil. The revolvers are grey with sandalwood grips and symbols along the barrels. The revolvers are conduits for Fire Release, granting them a number of abilities:

The Guns are extremely durable, nearly indestructible from their unknown alloy, making them resistant to oxidization, rusting, etc. This durability won't allow them to block or otherwise directly interact with Jutsu safely, however they can be incorporated into the user's hand-to-hand combat. There are also enhancements such as the revolvers themselves being able to act as conduits for the user's Katon, and at a reduced cost of 10 Chakra, due to the Katon found within the revolvers. Also, 4x's per battle the Guns may be used to passively extend the range of one Katon technique, this is possible due to the Katon already in the guns being released into the jutsu as a boost. This requires 1 turn cool down between uses and doing so and drains the guns of their Katon Chakra, and requires that the user wait 1 turn before the Guns replenish this independent store, however during this time they can still act as conduits within reason but will not allow the Guns to fire off their special Katon bullets.

-The Guns of Eld, as mentioned just above, can fire special, 2 inch diameter bullets made from Katon. The amount of Chakra naturally present in the alloy is enough to shoot off single rounds from each Gun having properties from both and would cause burning/concussive damage for A rank and below, limbs struck would drop the damage done by the limb hit 10 damage for 1 turn. Once per turn used, the guns can release an S rank combined blast utilizing 1/4 meter diameter in size "bullets" from each gun (combined S rank strength), being hit by this would not only severely burn and knock the target back, it would sear thru flesh and cauterize it in the process from the immense heat. This can be done 3x with 1 turn cool down. They can also fire off a total of 4 bullets per turn free form, doing 5 damage with 20 damage max. All bullets fired move at the speed of a standard Raiton jutsu

Note: Can only be used by Vegeta, and those he teaches. Naturally, this means the Guns of Eld will not work if stolen, as the user must be taught the deciphered symbols on the barrels to use. They also cannot be used against Vegeta by anyone he allows to use them. One could use the Guns without the ability to use Senchakra however would only be able to fire off Katon blasts, nothing related to Senchakra would work for them and would be disregarded during use by the individual.
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Taught to: , Stussy, Howard

( Sandāu~ēbu ) - Thunderwave
Type: Tool
Rank: A
Range: Short - Long
Chakra: N/A ( - 5 per turn when used )
Damage: N/A
Description: Thunderwave is a basic chest plate outfitted with a surround sound speaker system, and a microphone. It can be used to play music or make noises more audible than normal similar to a karaoke machine. It is able to produce sound louder than most techniques or the clashing of techniques and can be much louder than the user or opponent can scream. In essence it can act like the (Utsusemi no Jutsu) - Empty Cicada Shell Technique passively at all times being louder and stronger than even that basic technique. It comes pre-loaded with all of the wielder's favorite songs. In battle it can be used to play theme music or it can make the user louder as it has a built in microphone system connected to the speaker system.
The primary use of Thunderwave as mentioned above is the ability to play music with the offshoot of this being the ability to cancel sound waves with sound waves while playing music. This is similar to the Scientific Ninja Tool: Shijima and works like a noise-cancellation speaker. The system can emit a sound wave with the same amplitude but with inverted phase also known as antiphase to the original sound. The waves combine to form a new wave, in a process called interference, and effectively cancel each other out. This effect is called destructive interference and is able to nullify sound techniques in equal rank. The sound can encompass a short - long range area around the user being louder the closer to the user the people who can hear it are and due to this it has a dampening system as to not harm the users ears or cause them any undue problems. It can be fine tuned to look different depending on the wielder's appearance or preference.
Note: Sound techniques can only be canceled once per turn three times per battle.
Link to being taught
 
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Vegeta

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FTG
(Hiraishin: Fantomu no Suteppu) Flying Thunder God: Phantom Step
Type: Supplementary
Rank: B - Rank
Range: Short - Long
Chakra: 20
Damage: N/A
Description: A rather unique technique in which the user will make an extra single hand seal while performing a ninjutsu of theirs or even that of an ally. This will cause a barrier to form around the technique in question instantly and within the same time frame of it's creation. This acts on the same principles of Space Time Barrier, allowing the user to teleport the ninjutsu to another marked object, be it on a weapon, a surface etc. The user is capable of redirecting the momentum of the technique if it's linear in movement. This allows the user a quick way of moving techniques closer to an enemy without having to travel all of the distance though it cannot be spawned on a FTG marking within short range of an enemy. Can only be used four times per batttle, with a cool down of two turns after use and can only be used by bios with access to Hiraishin no Jutsu.
Link to being taught https://animebase.me/threads/it-was-all-in-my-head.636485/page-2#post-21852530

(Hiraishin/Ninjutsu: Kakuyoku San-Ren) Flying Thunder God/Ninja Arts: Triple-Linked Crane Wings
Type: Offensive
Rank: A - Rank
Range: Short - Long
Chakra: 30
Damage: 60
Description: The user will toss five of their FTG marked weapons at the enemy, though the path is quite irregular as all the bladed weapons will curve outwards until they are within range if the enemy. Initially, four of the blades are used a mere distractions as the fifth blade is coated in chakra instantly upon being drawn and thus unseen due to a similar effect akin to the Meisaigakure no Jutsu. It's trajectory was also different to that of the other's and aimed to curve to be directly behind the enemy. The user will then instantly teleport to the unseen weapon behind the enemy with two more blades drawn in order to cut the enemy down from behind. The blades are also thrown with such skill based on the user's natural fast reflexes and strength that they move akin to thier Body Flicker Technique. Can only be used thrice per battle and only by bios with access to Hiraishin no Jutsu
Link to being taught https://animebase.me/threads/it-was-all-in-my-head.636485/page-2#post-21852530

(Hiraishin - Rasen Senkō Chō Rinbukō Sanshiki) Flying Thunder God - Spiralling Flash Super Round Dance Howl Style Three
Type: Offensive/Supplementary
Rank: S
Range: Short - Mid
Chakra Cost: 40
Damage points: 80
Description: This technique was devised by Minato Namikaze and employs the use of his Flying Thunder God Technique. Minato throws six Flying Thunder God Kunai all around the enemy, and teleports to them. It is a technique developed to create an opening for an attack.The technique can also be used with the help of a shadow clone, though this is not a compulsory component of the technique's execution. Minato can teleport to each of these six kunai once during this technique and in any order he chooses. But may only teleport to each one, once. This allows him to catch his opponent off guard quickly and efficiently. Once an opening presents itself Minato will dash forwards using his unique body flicker and attack by slamming a twin rasengan in to the opponent.
~Notes~
- The kunai must be scattered all around the opponent, each one can only be a maximum of five meters away from him and together they all form a circle.
-If used with shadow clones active Minato can choose to have a single shadow clone perform the attack in his stead.
- Can be used 1X per battle‏
- Must be taught by ReXii
Link to purchase https://animebase.me/threads/buying-cjs-from-rexii.765579/
(Fuuinjutsu: Fantomu ken o hauringu) - Sealing Technique: Howling Phantom Swords
Type: Offensive/Defensive/Supplemental
Rank: A Rank
Range: Short
Chakra: 30 (-10 per weapon)
Damage: 60
Description: The user after placing a unique version of the lightning blade creation seal on his body. Will perform two handseals before clapping his hands. Activating a powerful sealing jutsu on his body that allows him to summon a grand armory of weapons from his body at any point. Once activated the sealing technique remains able to summon and replace destroyed weapons from the users body. The weapons summoned can be hugely varied basic weapons of the users choice and when summoned will hover around his body within a 5 meter radius being controlled by his hand gestures in a similar fashion to the floating ninja tools jutsu. These weapons carry a static damage property of D rank damage each and the user is capable of having up to six weapons summoned at any one time. If destroyed another weapon can be summoned in it's place, upon summoning the weapons initially appear somewhat ethereal before forming completely, while this is only momentary it prevents the weapons just popping up in mid air with no forewarning. Essentially this jutsu gives the user a unique ability to have weapons readily available to him at any point. This jutsu is the cornerstone of the phantom swords techniques. These weapons are formed from raw chakra focused in a similar fashion to the rasengan making them capable of competing with elemental jutsu equally when released they are raw chakra which the user focuses causing the slight delay.

Notes:
-Once activated remains active until the battle ends-
-Summoning additional swords costs a move slot, but the user can summon between 1-6 swords for a single move slot depending on his needs-
-Must be mentioned in the users biography-
-Each individual blade is capable of taking D rank damage before breaking.
-Can only be taught by ReXii-
Link to purchase https://animebase.me/threads/buying-cjs-from-rexii.765579/
(Fuuinjutsu: Fantomu ken o hauringu: Dai gōshi āsenaru) - Sealing Technique: Howling Phantom Swords: Armiger Arsenal)
Type: Offensive/Defensive/Supplemental
Rank: S Rank
Range: Short
Chakra: 40
Damage: 80
Description: An improvement on the original Howling Phantom Swords technique, the user will sacrifice the ability to summon the six swords and instead replace them with a singular weapon of increased power, there are several of these weapons and each one has unique properties. But only one may be summoned at any given time. Summoning a replacement will cause the one present to vanish and it's effects will no longer be usable. This technique can be activated once the parent technique is active, and can only be sustained for four turns before reverting to the parent technique for four turns to recharge. At which point the user can reactivate it at the cost of a move slot. The abilities of the various weapons will be listed below. The technique works by supplying increased chakra to the parent technique. While the seal itself remains A ranked the chakra provided to the weapons is heightened.

Aqesiro
Sword that slices through space and time, allowing its wielder to warp at will.
The first of the swords and also one that may only be used by a Minato biography or a biography with access to the flying thunder god technique. The sword is marked with the seal of the FTG on creation, the blade takes the form of a scimitar with a single edged cutting blade. Reminiscent of a pirates sword. With a large square crossguard. As with all of the Howling Phantom swords it's composed of pure chakra of S ranked and behaves as the other swords in it's strengths and weaknesses. It can also be controlled in the same way as the howling phantom swords. The blade allows the user to teleport to it once every two turns and this costs a move slot.

Secace
Storied sword that strikes with waves of resonance. Calls forth the formidable power of the Knightswords.
The second of the swords of the Armiger Arsenal. Secace takes the form of a longsword with a double edged cutting style. Reminiscent of a captains sword. With a circular crossguard. This sword is part of the elemental variants and allows the user to use the water element to resonate through the blade upon striking, it will cause water to blast through the opponent or object struck finding any orifice such as pores or porous material to penetrate the target causing heavy internal damage. As with all of the Howling Phantom swords it's composed of pure suiton chakra of S ranked and behaves as the other swords in it's strengths and weaknesses. It can also be controlled in the same way as the howling phantom swords. The ability of the blade can be used once every two turns and is considered an S ranked move.

Galatine
Gallant greatsword that cuts through thin air to find its mark. Calls forth the protective power of the Knightshield.
The third of the swords of the Armiger Arsenal. Galatine takes the form of a greatsword with a double edged cutting style. Reminiscent of a giant knights sword. With a rectangular crossguard. This sword is part of the elemental variants and allows the user to use the wind element to create a large shield in front of the blade composed of pure wind chakra that is capable of blocking against attacks. As with all of the Howling Phantom swords it's composed of pure fuuton chakra of S ranked and behaves as the other swords in it's strengths and weaknesses. It can also be controlled in the same way as the howling phantom swords. The ability of the blade can be used once every two turns and is considered an S ranked move.

Rhongomyniad
Lance that nimbly negates damage using displacement. Calls forth the preventive power of the Knightguard
The fourth of the swords of the Armiger Arsenal. Rhongomyniad takes the form of a large dragoon lance instead of a sword. The spear is three meters in length. Reminiscent of a spartans primary weapon. With a hooked end aimed to cause huge damage to an opponent. This sword is part of the elemental variants and allows the user to use the fire element to create a wave of fire aimed to consume attacks heading towards the user while pushing him 5 meters in an chosen direction. As with all of the Howling Phantom swords it's composed of pure katon chakra of S ranked and behaves as the other swords in it's strengths and weaknesses. It can also be controlled in the same way as the howling phantom swords. The ability of the blade can be used once every two turns and is considered an S ranked move.

Carnwennan
Daggers that light the darkness. Calls forth the paralyzing power of the Knightguard
The fifth of the swords of the Armiger Arsenal. Carnwennan takes the form of two large straight daggers instead of a sword. The daggers are large and double edged. Reminiscent of Roman Gladius though slightly smaller. This sword is part of the elemental variants and allows the user to use the lightning element to create a shroud of chakra to enhance the length of the daggers to roughly the size of normal swords. When this chakra clashes with an opposing technique one of two things happen, if it overpowers the technique the electricity will run through the length of the technique and travel on paralyzing the opponent, or if the techniques cancel each other the lightning shroud will explode in to a flash of blinding light capable of blinding an opponent. As with all of the Howling Phantom swords it's composed of pure raiton chakra of S ranked and behaves as the other swords in it's strengths and weaknesses. It can also be controlled in the same way as the howling phantom swords. The ability of the blade can be used once every two turns and is considered an S ranked move.

Notes:
-Once activated remains active until the battle ends with the exception of it's cool down period-
-Summoning additional swords costs a move slot, but the user can summon any of the weapons listed-
-Must be mentioned in the users biography-
-Must have activated the parent technique to use this-
-Each individual blade is capable of taking S rank damage before breaking-
-Each blades ability can only be used twice per battle in addition to the rules in the moves-
-Can only be taught by ReXii-
Link to purchase https://animebase.me/threads/buying-cjs-from-rexii.765579/
Hiraishin: Sūpārōringusandādansu sanka) - Flying Thunder God: Super Rolling Thunder Dance Participation
Type: Offensive/Defensive/Supplementary
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: 80
Description: This technique is a variant of the flying thunder god technique in which Minato makes usage of his three primarily used elemental abilities of lightning and fire. It begins with Minato dashing in a burst of speed using the body flicker technique in a unique way to encircle his foe while dashing in the circle Minato will drop 8 of his flying thunder god marked objects to form a large circle around the opponent, each of these flying thunder god marked objects will be charged with elemental chakra individually before performing this technique thanks to a unique version of his flying thunder god space time barrier seal having been used to absorb and seal the elements outside of battle, leaving 4 objects marked in the circle of each element by the time he has completed the circle around his opponent via the body flicker. Upon completing the circle Minato will make a string of four handseals to activate miniature versions of the space/time barrier technique that will fire a raw blast of each element from the relevant flying thunder god marked objects all of these blasts will be formed in such a way that they will create a large dome of linked chakra in a 360 degree radius around the opponent that will converge on said opponent very rapidly in a double elemental blast. While the opponent most likely can't see the fact that they are surrounded on all sides this techniques combination creates a very loud thunder crack sound due to the mixing chakra natures of fire and lightning making it rather tell tale that the technique surrounds them, however the incredibly loud sound of a converging thunder crack will also damage the opponents hearing, making it more difficult for him to react to tai techniques for a turn afterward (-2 to reactions).
Notes:
-Can only be used by those who have a bio capable of using FTG
-Can be used with any FTG marked object as a medium such as a kunai.
-May only be used twice per battle
-No forbidden ranked jutsu the same turn this is used
-Only teachable by ReXii
Link to purchase https://animebase.me/threads/buying-cjs-from-rexii.765579/

( Taijutsu: Koushoku Senkou Sora Sumasshu ) - Taijutsu: Yellow Flash Sky Shatter
Type: Offensive/Defensive
Rank: A-Rank
Range: Short
Chakra: n/a
Damage: 60
Description: Minato Namikaze using his incredible speed and reflexes, is able to intercept a taijutsu attack aimed for the upper body, he pushes his body weight using both hands on the attacking limb, launching himself skywards whilst pushing his opponent down. Similar to the intersection method however both hands are above the limb so it does not behave as a pincer, more of a lever.
Once airborne he twists his body rolling over and performing a descending sky kick similar to the type used by Hashirama Senju and Tsunade Senju, lacking a large degree of the force, the speed factor more than makes up for the lack of power. However it can not cause large scale destruction, in terms of damage it behaves in a similar fashion to the kick used by Rock Lee against Gaara in part one, causing a mild aftershock effect. Being part of the yellow flash taijutsu series is the core reason only Minato biographies can use this technique.
Notes:
*Can only be used by those who have completed canon taijutsu (not NB taijutsu)*
*May only be used four times*
*Only teachable by ReXii*
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Vegeta

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Sound
(Ototon Taijutsu: Renzoku Futsuu no Panchi) Sound Release Body Technique: Consecutive Normal Punches
Type: Offensive
Rank: S-Rank
Range: Short
Chakra: 40
Damage: 80
Description: A relatively simple, yet deceptive, technique that is as deadly as it is simplistic, the Consecutive Normal Punches technique has the user utilize low frequency, high amplitude sound waves to perform a unique kind of physical attack. The user starts by simply gathering a large quantity of Sound Release Chakra within one of their fists, manipulating it to achieve the aforementioned low frequency, high amplitude waves within the chosen limb. As this happens, physical vibrations can be seen, even with the naked eye, emanating from the user's chosen hand/ arm, signalling the technique's preparations are met. Finally, upon throwing a punch, even a basic, straightforward jab, the user releases the gathered Chakra, causing their own fist to vibrate at an unbelievable, near uncontrollable, rate. Visually it appears as though the user is punching with numerous fists, or is employing some manner of after-image to confuse the enemy, however, what is truly happening is that the user's fist, due to vibrating so violently, physically alternates between so many positions concurrently that it appears that there's more than one punch being thrown. This is similar to the phenomenon when , appearing as though there's more than one string is physically occupying the same spaces. The movement caused by the vibrations from the string being plucked are simply too fast for the naked eye to perceive them all, leaving movements of the string out, and giving the appearance that more than one string is present. In the case of this Jutsu, although it's the same principle, due to it being executed via Chakra, the danger is very much real. The total number of fists can range from dozens to hundreds of individual attacks, and this, combined with the large overall quantity of Sound Chakra being utilized to have the user's fist act and be perceived in such a way, is where the lethality of this technique comes from. Because despite this Jutsu creating an attack that looks like a simple punch with after-images, each and every punch is, technically, real. The user isn't attacking with illusions, they are attacking with sheer speed, creating multiple attacks from a single release of Sound Release Chakra to cause intense vibrations. This allows the user to target a large angle of front of themselves, or spread the focus of an attack over a wider surface area of their target, with the vibrations inflicting the same type of damage most other Sound-based Taijutsu techniques impose on the affected party. The vibrations can damage both soft tissues and harder materials, such as bones, while the physical punch(es) the user performs can spread this damage across the majority of the body, with varying effects and damage, depending on the area the user strikes.

Note: Can be used a max of twice per battle/ event.
Note: User must wait 2 turns between usages.
Note: User cannot perform S-Rank or above Sound Release techniques for 2 turns after this technique's usage.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.
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(Ototon: Maesutoroteiruzuobu) Sound Release: Tales of the Maestro
Type: Offensive
Rank: B-Rank
Range: Short -Long
Chakra: 20
Damage: 40
Description: Through the kneading of chakra into the user’s weapon or hand, they will vibrate it with their chakra. By waving their hand around, the user gives form to up to five compressed destructive sound waves in the form of musical notes. They will then thrust their forward, causing the notes to be released at the enemy, which upon contact causes a short range explosion of one meter, destroying anything near the point of impact. Can only be used four times per battle.
Link to being taught

(Ototon: Ongaku no Kodou ) Sound Release: Heartbeat of Music
Type: Supplementary
Rank: C
Range: Short - Long
Chakra: 15 ( - 5 per turn)
Damage: N/A
Description: Heartbeat of Music is a unique sound sensing technique, which works relatively close to it's parent technique Sound Release: Inner Sonar Skill revolving releasing sound waves into the surrounding area(aka using inaudible sound that is passively emitted from the user and bouncing off of objects.) but also on a psychological state of synesthesia; though Chromesthesia to be more precise. Chromesthesia or or sound-to-color synesthesia is a type of synesthesia in which heard sounds automatically and involuntarily evoke an experience of color. What this technique does is through the use of Sound Release, the user will knead a certain amount of chakra into their body in order to produce a frequency that replicates the effects mentioned above. The frequency will travel from the ears and into the brain - allowing certain sounds when heard to “illuminate” as certain color, allowing the user a unique form of sensory such as when rushing water is heard it will appear as a bright blue coloration towards the user, or the crackling sound of flames will appear as fiery red color or the voices of certain people etc though this isn’t always true. There are times when certain people with this condition will see the color differently from others, though this is merely cosmetic in terms of the actual technique though it will help the user identify the elemental nature of techniques based on their coloration - allowing for some cosmetic usage between each user. Though certain objects might remain silent in nature, the rebounding sound waves will still "locate" the object of interaction and will be seen as dull grey coloration instead. It should also be noted that despite the visual and auditory phenomenon, it does not hinder the user's perception of their surroundings etc whatsoever. This technique lasts the same duration of Inner Sonar Skill (6 turns max) though it can be deactivated at any given time.
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