Alright so sound in real life is noise that we are able to perceive with the ear, its basically a vibration that causes a contraction and expansion of the medium it travels through. This medium is most often air but water can also serve as one, one sound can be different from another in many ways such as pitch, amplitude, frequency, etc. This effects such things as how loud the sound is and means it can even pass beyond human hearing altogether, though it still continues to exist and can be detected by other animals.Okay, so, analysis style for Sound works well. First of all, tell me what Sound is in terms of real life logic, and Naruto logic. Then, tell me the different types of Sound we get, and how you plan to use each one.
Well sound is strong against some solids such as crystal or ice which can be shattered and water in certain situations, since sound moves faster through water than air. Wind is an effective counter to sound since it can physically 'push' the air away and stop the sound from reaching the user. Sound jutsu in general are hard to dodge since they spread outwards from the user and can affect the opponent as long as they can hear it.Good job, though one thing you got wrong. Sound Genjutsu is its own "type" of Sound release, and both Hindering and Sound Genjutsu happens instantly, whilst not generally causing damage, with destructive waves being able to do so. Nonetheless, what do you know of strengths and weaknesses of Sound in general?
If you're done reading it, we can continue U_U.First of all, a frequency is measured in Hertz. A frequency in theory is how many waves pass a certain point in a certain amount of time. So, basically, the lower the interval, the higher the frequency.
Now, the cool thing is, adjusting the frequency. A higher frequency is a higher pitched tone, while a lower frequency is a lower pitched tone. If you listen to music and hear the bass, the frequency is lower. You can also feel it in your body a lot more than high frequency tones, because generally those are harder to perceive in the first place. The neat thing is, that this allows us to alter the effects of sound techniques by altering the frequency. That being said, you probably see how versatile sound actually can be, and how it can create different effects. Even if you can't hear something, the sound waves are still there and can still have effects on your body
humans can only hear certain frequencies, or a range in between 2 frequencies. Generally, this is about 20 - 20 000 Hertz. Now, as you grow older, your body gets older as well, and you start to have trouble hearing high frequency tones. This is why younger people generally hear a lot better than old people. I was wondering if you speak in a lower voice, if people with hearing problems would understand you better, but I'm unsure (though it makes sense).
This does not mean that higher/lower frequencies do not effect the body! Remember that!
About the ultrasonic: Ultrasonic are simply sounds above 20 kiloHertz (20 000 Hertz) and thus above what humans can actually perceive. Other animals, like dolphins and dogs can perceive these (think, the dog whistle). These range from 20 KiloHertz into several MegaHertz. This is also what they use for sonograms (you understand what this is?) and such. Infrasound is the opposite (below 20 hertz)
Oh, one more thing I'd like to add, and this is particularly useful against Mugi's Radio Frequency/Wave CE. Low frequency sound waves generally move easier through rocks/earth than higher frequency ones. Think about your cellphone, when you move through a tunnel, the reception sucks.
Now, realize that sound can move through any medium. Don't let anyone tell you otherwise! Though we needs some sort of limitations, and it's reasonable to say wind is a good counter to sound if it can be seen (doujutsu) or heard, but at that point it might be too late (depending on how a technique is used and how the effects are). Earth, however, depending on the situation (and the level of understanding of the usage by the opponent) can be a devastating counter as well.
Now, look below:
-Speed of sound:
solid > liquid > gas.
Sound moves fastes of all through solids. Generally, this is because the particles and atoms in earth are more tightly packed than they are in liquids or gas. So, the closer the atoms/molecules, the faster sound moves.
- Elastic properties
There is a catch in between different solids. Sound moves faster through rigid solids (i.e. steel, iron) than other things like jelly. This is because solids that are rigid generally mean that the atoms and molecules have a much stronger force of attraction towards each other than in other solids. This is because of the fact that, once moved, they move back to their original position/form more quickly (and thus resulting in a much higher vibration speed). jelly in this case has much weaker attraction between the molecules, that's why it's so "elastic" (not to be confused with elastic properties), and much more flexible.
- Density
Next to this, there is the density. Now, more dense substances = more mass. More mass=bigger molecules. Because sound is based on kinetic energy that travels from one point to another, moving through denser objects means it has to use more energy, seeing as it has to move (vibrate) larger molecules. This however is used for substances with the same elastic properties.
To explain this take two examples with nearly the same elastic properties. Gold and aluminum (Gold = 10.8 psi; aluminum = 10 psi). While they nearly have the same elastic properties, gold is much denser, so it will travel faster through aluminum than gold.
Another funny thing is, this effect does not quite work the same in gaseous media.
Let's say it's hot hot hot in one side of the room, and cold cold cold in the other side. The logic explanation is that sound would move faster in the cold air (since it's denser), but that isn't the case!
Heat, like sound is a source of kinetic energy. More heat = More kinetic energy = more energy for the sound. This leads up to the fact that they can vibrate faster in hot air.
All done, I knew most of that from when i studied physics ^_^It depends on the strength of the Earth defense, and the Sound, and only for Destructive Sound waves. The Hindering and Genjutsu Sound waves when heard, affect the opponent instantly, so an Earth defense won't serve much of a purpose there. However, read this here;
If you're done reading it, we can continue U_U.
This is a very interesting technique which is based off of echo location that bats(and even some people) are able to use. Basically the sound emitted from your breathing is enhanced with sound chakra and then travels outwards from the user, it then bounces off the solid object and back to the users sound-chakra infused ears. Its a very useful tool to give you a better overview of the battlefield, especially in cases where your sight may be impaired. Its important to note that sound travels outwards in all directions from you, so it can even detect things behind you that your eyes could not. However enhancing your hearing like this can be a double edged sword if the opponent is savvy, as something like a close range explosion would work like a stun grenade while this technique is active.Good, I also had Physics, sucked tbh @_@ Anyway, let us begin. I will explain the technique briefly, then I want you to expand a bit on it, and also ask questions if you have any.
Rank: D
Type: Supplementary
Range: Short-Long
Chakra Cost: 10 (-1 per turn)
Damage Points: N/A
Description: The user will enhance their hearing by infusing his ears with sound chakra. Then, by utilizing chakra and enfacing his lungs, the user will be able to control the frequency and intensity of the sound emitted from his simple breathing. This low frequency, inaudible sound is passively emitted and has no effect other than emerging from him and bouncing off of objects. Using the enhanced hearing, the user is able to know where everything is around them, effectively creating a sonar effect through the rebound and reflection of sound waves. The hearing and the sonar effect is precise enough so that one can effectively use it to substitute one's vision in battle if needed. Despite being very effective, specially if the user has any of his other senses hindered, it also leaves the user vulnerable to sound genjutsu or sound attacks which will be much more drastic in its effects.
Note: Lasts 6 turns
Basic, yet extremely useful. You will enhance your hearing by infusing some Sound chakra into your ears and also control the frequency and intensity of the sound emitted from your breathing. This allows you to create a Sonar like effect. Tell me a bit about this (I tend to always say too much, so I am limiting myself right now xD).
This is a cool technique which actually gives me some ideas for customs in the future. Basically you infuse sound chakra into an object, say a kunai, and cause it to vibrate at rapid speeds. This would be useful when it is thrown as it would cause other weapons to simply bounce off it while continuing its course. I think another good use of this would be to infuse it into a sword that you wield, so that when your opponent would try to block your sword strike it would cause their sword to bounce off yours, opening their guard and providing you with an opportunity. Another potentially useful aspect is the fact that the infused object resonates with the user, presenting them with information on its location and objects it encounters. Overall this is quite a good technique, as it has both a sensory aspect allowing a level of detection in your surroundings while also allowing a tactical and offensive aspect when used with weapons or to counter an enemies earth technique for example.Indeed, you right. Worst thing is though, that people metagame that fact. How would they even know that your hearing is enhanced. Nonetheless, lets move on.
Rank: B
Type: Supplementary
Range: Short
Chakra Cost: 20
Damage points: N/A
Description: A simple technique where the user touches an object and infuses it with sound chakra, enabling it to vibrate and produce a low frequency, high amplitude sound. The vibrations cause objects to bounce off of the targeted object which is highly useful when fighting with weapons or to make thrown basic weapons resist opposing thrown weapons.. It also resonates to the user if he were to be blind (because of a genjutsu for example), letting the the user know the objects position and what it deflects. It can also be applied to solid objects or structures the user may wish to destroy or, by applying it to the ground or similar, detect what is around him by making it resonate with the same low frequency. The object gets no added power, only the ability to deflect incoming objects that want to counter it.
Infuse your Sound chakra into an object upon physical touch, causing it to vibrate at a low frequency and high amplitude. This causes other basic weapons to bounce off it, and also resonates allowing you to "see" where it is. Elaborate a more on it, very useful.
Don't feel bad, I took even longer xDVery good, and sorry for the delay.
Rank: B
Type: Defensive
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: The user charges Ototon chakra into the palms of their hands, and then smashes them together. The force creates high frequency sound waves which can be used to disperse incoming "solid" jutsu (only works on B-Rank or below jutsu) like those of Water Release or Earth Release.
A very basic technique where you will focus your Sound chakra into the palms of your hands and smash them together. This creates a high frequency blast, that can disperse incoming "solid" techniques, like those of Water and Earth, B rank and below. Very useful.
Rank: B
Type: Attack
Range: Short
Chakra Cost: 20
Damage Points: 40
Description: The user gathers chakra either around their fist, arm, or leg and then charges towards their opponent. Upon utilizing an attack involving the aforementioned limb, it causes a release of sonic vibrations (of a low frequency but with a high amplitude) that act as a secondary strike, making the opponent unable to use the body part that has been hit for 1 turn. This happens because the sound vibrations damage soft tissue by resonating within the water molecules that reside within it. The effect is similar to a localized explosion upon contact that rips through the targeted area and creates a shockwave that blasts the target backwards. The skill is exceptionally useful if used against solid techniques such as those from Earth Release (or similar) which will shatter upon being hit.
A more Taijutsu oriented technique, where you will gather your Sound chakra around fist, arm or leg and then make your way towards the opponent. When using said charged limb, it causes a release of sonic vibrations (low frequency and high amplitude), that causes the area that was hit, to not be usable for a single turn. Elaborate a bit more on this.
This is a fairly simple technique in that you use sound chakra to amplify your scream or yell, turning it into a deadly blast of destructive sound waves. This carries a physical force behind it so it will be useful for destroying objects in your path or knocking away an enemy in front of yourself. Its quite fast too, being quicker to travel then both wind and lightning. It also gains a boost while used within water, though this will be difficult to utilize as battles are rarely fought underwater.Good job, lets move on.
Rank: B
Type: Offensive
Range: Short-Long
Chakra Cost: 20
Damage Points: 40
Description: The user gathers his sound chakra into his throat as he inhales afterwards exhaling as he screams, yells or roars. The resulting effect is a massive forward shockwave of low frequency, high amplitude sound that levels anything in its path. Despite weakening as it travels, its faster than most wind or lightning techniques and can still be defended from. If used within a water source it receives +20 damage.
The first of many variations, where you will start off by gathering some Sound chakra in your throat. You will then inhale, and then exhale in the form of a roar, scream or yell. This releases forward a shock wave of low frequency, high amplitude which destroys what stands before it (S/W apply). If used within a water source, it gains a +20.
Rank: B
Type: Supplementary
Range: Short-Long
Chakra Cost: 20
Damage Points: N/A
Description: The user charges Ototon chakra into his hands and snaps his fingers, triggering a genjutsu through the emission of high frequency sound waves. As he snaps, the sound is amplified, sounding as if it is directly by the enemy's ear. To them, it sounds as if something has just snapped in half. The user then manipulates the illusion to make it appear as if either a large branch has fallen from a tree or the ground under them has broken clean in half, causing the target to believe they are falling through the earth or have been struck with a large object, pushing them to the earth. The user has control over the illusion, being able to make it seem as if entire trees have been snapped in half, falling on the target or as if an earth structure has collapsed either above or beneath the opponent, etc. The illusion can be edited to fit the situation and even the sound can be slightly altered deepening on the object that is "snapped". Is more effective depending upon the terrain this is used in ( extremely effective in a forest, not effective in a desert ).
An awesome Genjutsu, and also the first Sound Genjutsu you are learning. You will focus Sound chakra to your hands, and snap your fingers to trigger it (instantly). This illusion is very diverse and ambiguous, allowing for various outcomes. So talk a bit about it for me.
This next technique is pretty cool and can be quite useful in some situations. The user simply needs to focus their sound chakra into a whistle which will hinder the opponent once they hear it. This whistle will create a buzzing sound in the effected persons ear, drowning out most other sounds except for exceptional loud ones. This allows for some interesting stealth tactics that the user could employ to take advantage of the hearing impairment, attacking from a blind spot for example. Additionally it lasts for 3 turns which gives the user even more time to set up traps and the like for the impaired opponent.Indeed good job.
Rank: B
Type: Supplementary
Range: Short-Long
Chakra Cost: 20
Damage Points: N/A
Description: The user gathers Ototon chakra in his vocal chords. He then whistles, releasing a high frequency sound wave, creating a sound similar to a faint buzzing in the target's ear, similar to Ringing Madness. However, instead of causing a foe to become disoriented, it impairs his hearing, making the buzzing the only thing that he can hear, seeming as if the target has bees swimming around his ear. The buzzing drowns any sound out, unless they are exceptionally loud (i.e. great explosions, one yelling directly into the target's ear, etc), making it very difficult for the target to hear incoming jutsus or attacks.
Note: Hearing impairment lasts 3 turns
Now, a technique that can be very useful. Start off by gathering your Sound based chakra into your vocal chords, and then whistle. This releases forth a high frequency sound wave, creating a buzzing sound in the opponent's ear. This drowns out any other sounds, making it difficult to for the opponent to hear other things except the buzzing sound.
Rank: B
Type: Offensive/Defensive
Range: Short
Chakra Cost: 20
Damage Points: 40
Description: Similar to the (Ototon: Hibiki Rendan no Jutsu) - Sound Release: Echo Assault Skill, the user concentrates chakra into their vocal cords, amplifying his/her voice and lets out a scream, roar or a yell. The effect is a large emission of low frequency, high amplitude sound waves but instead of a forward attack, its manipulated into an omnidirectional sound blast that expands outwards all around the user, pushing attacks and enemies backwards with might.
Focus your Sound chakra to your vocal chords, and let out a scream, yell or roar. This causes an emission of low frequency, high amplitude which blasts not forward, but in an omni-directional manner. This pushes back the opponent with great might and power.
This first technique is another example of a roar/yell infused with sound chakra, giving it great destructive properties and damage potential. Its main unique feature is that it only effects a limited area in front of the user, meaning speedy opponents could potentially avoid it. It also gains a damage boost in water which is nice but hard to utilize usually.Awesome, lets move on to the A ranks.
Rank: A
Type: Offensive
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: This is a much greater and focused version of the (Ototon: Hibiki Rendan no Jutsu) - Sound Release: Echo Assault Skill technique in which the user gathers his sound chakra into his throat as he inhales afterwards exhaling as he screams, yells or roars. The resulting effect is a massive forward shockwave of low frequency, high amplitude sound that levels anything in its path. Unlike its weaker technique, the massive power it carries makes it slightly slower, equal to an average equally ranked Raiton technique. Unlike the unfocused nature of its weaker version, its focused almost like a beam, affecting an area of 50º in front of the user. If used within a water source it receives +20 damage.
Now, focus your Sound based chakra in your throat and inhale. You will then exhale as you scream, roar or yell. This allows you to blast forward a shock wave of Sound of low frequency, high amplitude. Its pretty cool, almost like a beam.
Rank: A
Type: Offensive/Defensive
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user gathers a large amount of sound chakra into both of his hands, creating a vibration field around them that resonates at different, yet low, frequencies. The user will then slam both hands together, forcing them to resonate with each other and explode. This creates a massive sound shockwave that pushes back anything in front of the user in a 160º radius.
Gather some Sound chakra into both your hands, creating a vibration field between the two. You will then cause them to resonate at two different, low frequencies. You will then slam your hands together, and cause them to resonate together and explode outwards. This pushes the opponent backward, as you release said wave in a 160 degree in front of you.