[CJ] with Jhin

Mirai

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(Katon: Moeru hebi no kiba) - Fire Release: Burning Snake Fang
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80 (+20)
Description: This unique fire technique can be performed in two ways, as a single stand alone technique which requires two handseals, dragon and tiger followed by the clapping of the hands. Using it in this form allows the user to manifest a fiery portal similar to the earth release mud drop. However instead of mud forming in this portal a large torrent of fire shaped as snakes will pour out surrounding a target or targets and wrapping around them. The fire while not sentient can be controlled by hand gestures making it very difficult to avoid. The snakes are solid in nature much like the dragon head fireballs making their binding ability quite impressive preventing an enemy wrapped in them from moving freely. The second method of using this technique functions as more of a boosting enhancement performed by clapping the hands. This method of use is performed as a follow up to another fire or wind technique and will cause the snakes to burst forth from the user merging with the preexisting technique adding to the overall power of the former technique by adding additional chakra to the technique and a degree of versatility to the technique by making it function in a solid way. Essentially the previous technique will experience a change in power and ability by becoming the flaming snakes. This usage is considered as an active boost and follows the rules and restrictions of such.

Note: May be used two times per battle overall.
Note: If combined with a wind technique in it's second form it will be considered a fire/wind combo. Combined with a fire technique just creates a stronger fire.
Note: No fire jutsu above A rank in the following turn.
Note: The portal is made in the sky like the mud drop technique atleast 10m above the opponent
Note: May only be taught by Jhin

So it's a technique based on the whole portal concept for the first usage. This allows the user to summon down a large amount of snakes to coil and burn the target. The second usage simply acts a boosting technique - allowing for a combination attack with the snakes
 

Sauron

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(Fuuton: kochou bure-do) Wind Style: Butterfly Blades
Type: Attack
Rank: A
Range:Short/Mid
Chakra Cost: 30
Damage Points: 60
Description: The user will cup his/ her hands infront of their chest focusing wind chakra to the palms of their hands, they will then throw their hands up into the air releasing 5-10 wind manipulated butterflies. The user can then manipulate the wind butterflies around the battle field to wherever they want within range, the user can then snap their fingers at any time of their choosing and instantly manipulate the wind from its butterfly state to blades which then hurl towards the target(s) at extreme speeds from where ever the butterflies where last situated.

Note: when the butterflies are changed to blades they are almost impossible to see by an ordinary ninja due to they're small blades of wind.

Note: this jutsu takes a few seconds when sommoning the wind chakra and manipulating the butterfly shapes to the disired location

Note: Can only be used three times per battle

Tell me what's up fam
 

Jhin

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(Fuuton: kochou bure-do) Wind Style: Butterfly Blades
Type: Attack
Rank: A
Range:Short/Mid
Chakra Cost: 30
Damage Points: 60
Description: The user will cup his/ her hands infront of their chest focusing wind chakra to the palms of their hands, they will then throw their hands up into the air releasing 5-10 wind manipulated butterflies. The user can then manipulate the wind butterflies around the battle field to wherever they want within range, the user can then snap their fingers at any time of their choosing and instantly manipulate the wind from its butterfly state to blades which then hurl towards the target(s) at extreme speeds from where ever the butterflies where last situated.

Note: when the butterflies are changed to blades they are almost impossible to see by an ordinary ninja due to they're small blades of wind.

Note: this jutsu takes a few seconds when sommoning the wind chakra and manipulating the butterfly shapes to the disired location

Note: Can only be used three times per battle

Tell me what's up fam
The short dumb version of an explanation would be piccolos hell zone grenade from dbz. It's a delayed attack though since it doesn't have a sustain cost am I right in assuming that once the butterfly are sent they don't require constantly fueling chakra in to them?
 

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The short dumb version of an explanation would be piccolos hell zone grenade from dbz. It's a delayed attack though since it doesn't have a sustain cost am I right in assuming that once the butterfly are sent they don't require constantly fueling chakra in to them?
No I do not believe so but for safety measures, I'd assume yes. If no more questions then you go it
 
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Mirai

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(Fuuton: Hokuryū no kiba) - Wind Release: Fangs Of The North Dragon
Type:*Offensive/Defensive/Supplementary
Rank:*B
Range:*Short-Mid
Chakra:*20
Damage:*40
Description:*Based on his unique techniques for the Kusunagi sword, Orochimaru found a way to replicate the effect and make it accessible to anyone. This variant can be used either with weaponry or bare handed strikes. By focusing wind chakra in to their weapon or fists the moment before impact the user is able to generate bursts of sharp condensed wind that take the form of large snakes bareing their fangs to strike the opponent, from both the momentum point and the impact point to enhance firstly the speed and secondly the damage. This can be used in conjunction with kenjutsu or taijutsu freeform or ranked attacks. However if used with ranked attacks it will count as a +20 boost to the techniques in question, if used with freeform it will be considered to have 40 damage as a B rank. In both instances the speed of the attack is increased by two ranks in regards to the users speed chart reference. Due to the nature of wind even formerly blunt attacks such as taijutsu strikes will become sharpened thanks to the wind release capable of puncturing through flesh in a similar way to the Chidori strike however less potent due to the lower rank. Requiring considerable force to run someone through entirely.*

Note: Requires a two turn cooldown between uses.
Note: May only be taught by Jhin
Note: No fire in the same turn. Usable once every two turns



(Doton: Sekka no seishin burēdo) - Earth Release: Petrifying Spirit Blade
Type:*Offensive/Defensive/Supplementary*
Rank:*S
Range:*Short-Mid (When thrown)
Chakra:*40
Damage:*80
Description:*This technique is based on the principles of the solid style chakras, earth and water. While it only uses earth release the user has incorporated some of the aspects of the other natures and applied them to earth. The technique begins with no handseals and is formed on the users dominant hand or hands, if covering both hands it will count as two usages of the technique but can happen in the same time frame. The hand or hands of the user will be coated in a green aura of raw earth chakra, non harmful to themselves obviously. Taking the appearance of large blades of self sustaining earth chakra that are roughly the length of the average wakizashi around 15 CM in length. These blades essentially augment the users hand to hand freeform and behave in a solid impactful way instead of the ethereal form of fire. Allowing them to cut and petrify with ease. These blades can also be thrown from the limbs to reach longer ranges but once thrown they can not be retrieved. When these blades of chakra are thrown, they become solid earth in the shape of a blade which on contact can petrify someone stunning them for one turn. These blades can also be used in a shroud form to surround the users chosen weapon, in which case they will surround the weapon in a earthen aura which can be thrown as a blade of earth taking a solid form as it leaves the sword. Much like the flying swallow in appearance the fundamental difference of this technique is it's ability of petrification. Much like the added weight rock technique this blade allows the petrification of organic material if used to strike liquid based techniques provided they contain some impurity they'll be forced to solidify with water becoming salt crystals and mud becoming hard earth. This works best on very impure water like mud techniques or ink techniques. But it won't work on large scale water techniques like waves and vortexes or anything with dimensions like Kisame's water prison.

Note: May be used two times per battle. Two turns between uses
Note: The user can combine ranked taijutsu/kenjutsu with this technique but it would not stack damages instead providing a +20 to ranked taijutsu/kenjutsu. The eighty damage represents the damage when thrown or used to attack the opponent with freeform. Throwing the blades counts as a jutsu
Note: Once activated the blades can last for up to 3 turns before they're no longer able to sustain themselves.*
Note: No jutsu above A rank in the turn this ends. Can only use earth while maintaining unless the user has yin/yang.
Note: May only be taught by Jhin


(Doton: Doro hebi no kiba) - Earth Release: Mud Snake Fang
Type:*Offensive/Defensive/Supplementary*
Rank:*S
Range:*Short-Long
Chakra:*40
Damage:*80 (+20)
Description:*This unique earth technique can be performed in two ways, as a single stand alone technique which requires two handseals, Snake and Ram followed by the clapping of the hands. Using it in this form allows the user to manifest a portal similar to the earth release mud drop. However instead of normal mud forming in this portal a large torrent of mud shaped as snakes will pour out surrounding a target or targets and wrapping around them. The mud while not sentient can be controlled by hand gestures making it very difficult to avoid. The snakes are dense mud in nature much like the swamp of the underworld making their binding ability quite impressive preventing an enemy wrapped in them from moving freely. The second method of using this technique functions as more of a boosting enhancement performed by clapping the hands. This method of use is performed as a follow up to another earth or water technique and will cause the snakes to burst forth from the ground for water techniques or forming from the preexisting earth technique adding to the overall power of the former technique by adding additional chakra to the technique and a degree of versatility to the technique by making it function in a solid way. Essentially the previous technique will experience a change in power and ability by becoming the muddy snakes. This usage is considered as an active boost and follows the rules and restrictions of such.


Note: May be used two times per battle overall.
Note: If combined with a water technique in it's second form it will be considered a earth/water combo. Combined with a earth technique just creates a stronger Earth.
Note: No Earth jutsu above A rank in the following turn.
Note: The portal is made in the sky like the mud drop technique atleast 10m above the opponent
Note: May only be taught by Jhin


(Futon: Futo hebi no kiba) - Wind Release: Wind Snake Fang
Type: Offensive/Defensive/Supplementary*
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80 (+20)
Description: This unique wind technique can be performed in two ways, as a single stand alone technique which requires two handseals, Snake and Ram followed by the clapping of the hands. Using it in this form allows the user to manifest their wind element in the air taking control of the wind currents to form a large torrent of opaque wind shaped as snakes will pour out surrounding a target or targets and wrapping around them. The wind while not sentient can be controlled by hand gestures making it very difficult to avoid. The snakes are dense wind in nature making their binding ability quite impressive preventing an enemy wrapped in them from moving freely, the radius of this technique is 10m. The second method of using this technique functions as more of a boosting enhancement performed by clapping the hands. This method of use is performed as a follow up to another wind or water technique and will cause the snakes to burst forth from the ground for water techniques or forming from the preexisting wind technique adding to the overall power of the former technique by adding additional chakra to the technique and a degree of versatility to the technique by making it function in a solid way. Essentially the previous technique will experience a change in power and ability by becoming the wind snakes. This usage is considered as an active boost and follows the rules and restrictions of such. The second application can only be used as a method of boosting not a stand alone technique.


Note: May be used two times per battle overall. Two turns between uses.
Note: If combined with a water technique in it's second form it will be considered a wind/water combo. Combined with a wind technique just creates a stronger wind. Boosting can only be applied to A ranks and below.
Note: No wind jutsu A rank or above in the following turn.
Note: This must be created at least 10m above the opponent
Note: Controlling the direction of the snakes will cost as a move per turn and the user can only use wind release while maintaining control.
Note: May only be taught by Jhin

Raiton: Raiton hebi no kiba) - Lightning Release: Lightning Snake Fang
Type: Offensive/Defensive/Supplementary*
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80 (+20)
Description: This unique lightning technique can be performed in two ways, as a single stand alone technique which requires two handseals, Snake and Ram followed by the clapping of the hands. Using it in this form allows the user to release lightning into the sky forming clouds at any point in the air that will then release a large torrent of focused and paralysing lightning shaped as snakes will pour out surrounding a target or targets and wrapping around them. The lightning while not sentient can be controlled by hand gestures making it very difficult to avoid. The snakes are dense paralysing lightning in nature much like the Chidori senbon making their binding ability quite impressive preventing an enemy wrapped in them from moving freely, this technique has a 10m radius. The second method of using this technique functions as more of a boosting enhancement performed by clapping the hands. This method of use is performed as a follow up to another lightning or water technique and will cause the snakes to burst forth from the ground for water techniques or forming from the preexisting lightning technique adding to the overall power of the former technique by adding additional chakra to the technique and a degree of versatility to the technique by making it function in a solid way. Essentially the previous technique will experience a change in power and ability by becoming the lightning snakes. This usage is considered as an active boost and follows the rules and restrictions of such. The second application can only be used as a method of boosting not a stand alone technique.


Note: May be used two times per battle overall. Two turns between uses.
Note: If combined with a water technique in it's second form it will be considered a wind/lightning combo. Combined with a lightning technique just creates a stronger lightning. Boosting can only be applied to A ranks and below.
Note: No lightning jutsu A rank or above in the following turn.
Note: This must be created at least 10m above the opponent
Note: Controlling the direction of the snakes will cost as a move per turn and the user can only use lightning release while maintaining control.
Note: May only be taught by Jhin


(Kuchiyose: Kurasshu Rashōmon) - Summoning Technique: Crashing Rashōmon
Rank: A
Type: Offensive
Range: Short - Long
Chakra cost: 30
Damage points: 60
Description: This summoning is an upgrade of the standard Rashomon in which the user summons up to 3 of these demonic forms of the main gate of old Kyoto. After slamming their hands on the floor the summoning will begin with the gate or gates being summoned at least ten meters above the opponent and falling horizontally covering a large 15 meter diameter. Should they fall upon the opponent or opponents the gates will cause incredible crushing damage.
Note: Can only be used thrice per battle.
Note: Each gate dropped is B ranked.
Note: Can only be taught by Jhin.


(Kuchiyose: Gē No Gehenna) - Summoning Technique: Gate of Gehenna
Rank: A
Type: Supplementary
Range: Short - Long
Chakra cost: 30
Damage points: N/A
Description: This summoning is an upgrade of the standard Rashomon in which the user summons a single one of these demonic forms of the main gate of old Kyoto. After slamming their hands on the floor the summoning will begin with the gate being summoned at least ten meters above the field in up to long range. Once reaching the floor the gates true ability will be revealed as the large doors open revealing a puff of smoke as the gate acts as a medium for the summoning technique allowing the user to summon any of his contracts summoning animals to the field using the gate as a medium.*
Note: Can only be used thrice per battle.
Note: The animal the user summons must be posted for reference with this technique but the total summoning process only costs one move with this behaving as a medium.*
Note: Can only be taught by Jhin.
Note: It cannot summon animals that were already dispersed, or require highly specific circumstances to summon (i.e if a summon requires a water source to be present before being summoned, it will be unable to be called with this jutsu)

No questions here.
 
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