Wukong vs Hanzo

Inch

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Official battle
LoK’s Rules
Terrain: We’ll start in a Japanese styled wooden dojo in the middle of a grassy field. The dojo has dimensions of 20m x 20m x 20m. The floor, wall, and ceilings are composed of bamboo planks, and there’s a sparring mat in the middle of the room, leaving the outer 5 meters of the room uncovered.
I’ll be using my jinchuuriki bio.
________________

Wukong, sitting on the floor of the dojo, stretches lazily waiting for his opponent. As you enter, he rolls forward, pushing off the ground with his hands in a front handspring motion.

“Ha HAH! About time you got here,” he picks his ear with an air of youthful arrogance, “I was getting bored, I thought about just burning this place down and heading home.”

The Monkey King assumes a low fighting stance, grinning at you. “Feel free to warm up or we can just get started, it literally won’t make a difference, ha HAH!”

_________

Post ur bio and first move if you want it
 
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(Reference)

(Kuchiyose: Arcanine ) - Summoning: Arcanine
Rank: S
Type: Supplementary
Range: N/A
Chakra Cost: 40
Damage Points: 80
Description: Arcanine is a quadruped, canine Pokémon with an orange pelt marked by jagged black stripes. It has diamond-shaped ears with beige insides, black eyes, a round, black nose, and two pointed teeth protruding from its upper jaw. Its head, muzzle, and chest are covered in shaggy, beige fur, except for two oval sections around each eye and ear. Long tufts of fur grow behind its knees and around its ankles. Its underside is black, and it has a billowing, beige tail that is bent in the middle. Arcanine is a fast canine, capable of running at speeds of the average Sage ranked member and is able to use up to S rank Fire jutsu. An ability of note that he possesses is called Flash Fire. This ability allows him to absorb any Fire based attack used against him and increase the power of his next Fire jutsu by +20. Arcanine has the ability to Intimidate a rival opponent and subsequently, make any attack used by then deal less damage, -10 to be exact. He also has an ability deemed Fire Fang in which he channels large amounts of Fire to his bite and rushes with twice his speed and delivers a crushing bite ( of A rank force ) and can cause a lingering burn that does -10 damage per turn for up to 4 turns, unless healed by.
Note: Flash Fire can passively absorb any Fire jutsu that attacks Arcanine.
Note: Intimidate is a passive ability, and activated when a battle starts.
Note: Fire Fang can be used three times a battle.

Hanzo rides into the room ontop of Arcanine's back, and grunts at the dog to hold it's position.
 

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CW for Reference
(Kazan Kurojā) - Volcano Shepherding Staff
Type:
Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage Points: N/A
Description: Kazan Kuroja is an artifact wielded by Jinchuriki of the Yonbi dating back to the days of the Sage of Six Paths himself. The staff allows the jinchuriki to truly attune with the powers of Son Goku, granting him the ability to become at home even amid the perilous lava-filled landscapes that his ninjutsu produces. The staff in truth is a shakujo and is composed of a smooth, pitch black volcanic stone of unknown variety. A weapon made to survive ages and battles untold, Kazan Kuroja is indestructible, though its small size makes it a completely inadequate defense for substantial attacks of even low ranks. This essentially just prevents it from being broken. Kazan Kuroja is meant to make Son Goku's jinchuriki able to navigate a volcano with ease, allowing him to both ignore the effects of lava and control its state. To that end, Kazan Kuroja has two abilities: the Gait of Son Goku and the Igneous Metamorphosis.

Gait of Son Goku: An ability that most wielders of the staff have found vital to safely use Son Goku's enormous power, Gait of Son Goku allows the user a respite from the incredibly intense heat that their lava jutsu produce. In a manner similar to the one used in the Lava Skin technique, this staff attunes the user's own body to their lava jutsu as they use them, allowing them to coexist with the element as if it were water. This effect applies only to the user's lava jutsu. High temperature attacks used by the opponent and even fire jutsu used by the user will have normal interactions with the user's body. Of course, this effect can be ended should the user lose the staff, so they must act with caution when taking advantage of this effect.

Igneous Metamorphosis: The secondary ability is another supplementary effect, though in this case it allows the user to have the ability to passively control the state of all Lava, Earth and Fire jutsu they have on the field, provided the user had Kazan Kuroja when performing the initial jutsu. At the cost of 30 chakra, the user is able to completely transfer the user's lava jutsu into purely fire or purely earth. This process also works in reverse, allowing both earth and lava jutsu to be turned into lava jutsu. When this process occurs, the target's jutsu is replicated into this new form, and has a corresponding rank and damage. Though the new jutsu will have all effects of its source jutsu, this does not allow the user to stack the same boosts or benefit on top of one another.

Note: Both abilities may be used so long as Kazan Kuroja is on the wielder's person.
Note: Only usable by the Jinchuriki of the Yonbi, Roshi.

Wukong waits. Scratching his head, he waits some more. But the man on top of the large summoning seemingly had nothing to say or do.

"Ha HAH! Do something!"

With an abrupt burst of speed, Wukong launches himself into the air, flipping head over heel as he ascends toward the ceieling. As his body rotates, he brings forth a massive boot made of solidified lava in the air in front of him and above you. Extending his right leg as his feet rotate back downward, he mimes a spinning axe kick in the air to direct the boot downward on top of you, crushing and burning you and the beast.

(Kyousei Yoton no Jutsu) - Greater Lava Technique
Type: Supplementary/Offensive/Defensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60 (+30) (-10)
Description: The user will use his chakra to produce large walls, pillars, blasts of lava and simple constructs made of Lava to rise from the ground within range. The hot lava is damaging to the touch though the simple technique lacks the ability to add to that high levels of kinetic impact and deliver high damage. In alternative, the user can also exhale lava from this mouth which will be shaped into his desired form.

Note: Can only be used by Son Gokū and his jinchūriki, Rōshi.
After dropping the lava, Wukong would continue his perfectly timed flipping motion to land on the ceiling directly above you just after releasing the lava downward. From this vantage point, Wukong lazily tosses a single kunai with a tag marked with the kanji for Lava attached to it on front of him, allowing gravity to arc it downward. With its trajectory, the kunai wouldn't have even hit you. However, after a quick string of hand seals, the kunai duplicates, creating a massive amount of lava-tagged kunai which imbed themselves the floor and walls of the dojo.

(Shuriken Kage Bunshin no Jutsu) - Shuriken Shadow Clone Jutsu
Rank: A
Type: Offensive
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description: After throwing one shuriken or more against their target, the user creates up to a thousand shadow clones of the shuriken (or kunai, senbon, etc, basically any basic weapon) after performing Ram → Rat → Bird → Boar → Tiger which multiply the damage as its striking down the enemy. This is a technique that combines ninja tools with ninjutsu. Compared to normal shadow clones, clones of material objects are said to be on a far higher level. There is no need for preparations beforehand, like stocking up on shuriken, yet since the shadow clones are real and not illusions, all the shadow blades that fly around are equally lethal. This is valid for any weapon copied and it has been seen that the copied weapons will also have the tags or markings of the original, like sealing or explosive tags or sealing marks.
 

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With the creation of the boot and it's downward descent, Hanzo fixes his posture atop Arcanine and takes a crouch like stance on the beast's back. Pointing his arm forward after a single seal, he would charge chakra within the launcher fixed on his wrist, activating it's barrel and releasing a single arrowhead from it's cage. This arrowhead's seal would then release an S-Ranked spiked palm imbued with unique chakra properties at the boot. The palm itself would not only sap chakra from the lava construct, but it would use said chakra to strenghten it's dexterity and amp it's power, allowing it to dissipate the liquid and continue forth while ripping through the roof and walls around it (this wouldn't allow you advanced forward, as the palm itself pretty much blocks your vision of me and the dog). The heated palm would aim to crush the obnoxious runt should it go unhindered. "Hmph", Hanzo would grunt as he commanded Arcanine to create distance between the two by moving backwards linearly.

(Torikkuācherī: Robin Fuddo, Kyōtsū no Kanshu) - Trick Archery: Robin Hood, Warden of the Common
Type: Supplementary/Offensive/Defensive
Rank: B-S (S)
Range: Short - Long
Chakra: 20-40
Damage: 40-80 (80 + 20)
Description: "Robin Hood, Warden of the Common" is the basic technique of the Trick Archery fighting style meant to showcase the style's extreme versatility in usage and effect. Using several already prepared "Trick" Arrows. The user through the insertion of chakra through the fighting styles exclusive launchers and its seal, will be able to release the specialized arrows from it, forcibly launching them towards a particular target once the specific arrow needed is launched. The arrows themselves are capable of releasing various materials centered around different effects in battle but are all considered various forms of weaponry and possess various strengths and sizes. This technique primarily centers around basic weaponry as "trick" arrows, the user will be capable of releasing various weapons as projectiles towards a target with the intent to harm, hinder, or bind. These weapons can range anywhere from a plethora of arrows, to a barrage of swords, to a spiked boxing glove. These weapons however, cannot be elemental and or sentient. The chakra used dictates the overall power of the technique through either the strength of the individual projectile or sheer amount of them. The props themselves are chakra infused, and possess no elemental S/W's being neutral to all elements.

Note: S Rank version can be utilized thrice per battle, A Rank Version can be utilized four times per battle.
Note: Upon utilizing the S Rank version, the user is incapable of performing S Rank or higher Trick Archery techniques in the next turn.


Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A (+20)
Description: The user will release an jutsu from their body or from away their body, while lacing the jutsu with a unique seal. The seal has a property of absorbing characteristics of an opponents jutsu when clashing against the users jutsu. This will weaken the opponent's jutsu by 20 CP and the 20 CP will be transferred to the users technique. However, this doesn't just simply improve in power, rather it steals byproducts that relate to the element and combines it with the users technique. E.g. if the seal absorbs properties of fire, specifically it will absorb either its heat, ash, or gas (this is for the user to decide) and whatever is chosen will coincide in aiding the users jutsu, so this can include heating up an earth or water jutsu, inflaming a fire jutsu to larger size, or make a lightning jutsu violently explode. This works logically with just about any elemental jutsu element, KG and CE included. Lastly, to reiterate, even when the users technique is up by 20 damage, this doesn't mean they will not still clash with the opponents technique, but the clash will be weakened (from the opponent's perspective) and this also follows elemental strength and weakness. In a lot of cases, this can also enhance the size of the jutsu, especially when two of the same elements clash. The process of attaching the seal is performing jutsus from the body through a seal (either on the tongue, or limbs) or slamming their hands on the ground and channeling seal simultaneously with the jutsu. Does not work with techniques that come out of thin air.

Note: Can only be taught by Joker. This does not work with water (unless absorbing the water jutsu of the opponent) mainly so it doesn't clash with Noni's Davy's Devilish Devouring technique. Can only work with S-Rank jutsus and can only absorb S-Rank and below jutsus. Can only be used three times. Can not be used in consecutive turns. Cannot be stacked with infusions.
 

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Watching the boot of lava break apart, Wukong is delighted and excited. "Looks like you might actually pack a punch!!" With yet another monkey-ish cackle, he exhales a stream of dragonfire into the approaching palm. The dragonfire is enhanced by a secondary jutsu to be more explosive and dangerous.

(Yoton: Ryu Kasai) - Lava Release: Dragon Fire
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80 (+30) (+20) (-10)
Description: Ryu Kasai is a unique and exceptionally feared form of lava for its tremendous power and the pain it inflicts. Stringing a set four of hand seals together, the user will either focus a large quantity of chakra into their stomach or a source of lava/fire made by the user. In this case, the user will focus intensely on the state manipulation aspect of their chakra, as Ryu Kasai, Dragon Fire, is a unique form of lava which closely resembles fire and is indeed easily mistaken for it. Befittingly, Dragon Fire contains a much higher ratio of fire chakra compared to most lava jutsu, resulting in a massive increase in temperature when compared to other jutsu of the element, which is the source of the jutsu's power. Because it exists at such a high temperature, this form of lava possesses a low viscosity to an unnatural degree, causing it to flow more freely and quickly. Furthermore, the user focuses the high amounts of fire chakra in this mixture to cause every droplet of lava to be ablaze with a fire which will ignite whatever it touches, covering it in flames of the same temperature. For that reason, it is easily mistaken for fire instead of lava lava to the untrained eye on account of its fast flow and the flames it carries on its surface. Though powerful, Dragon Fire possesses limitations as a result of its difficult to produce state. The user is unable to produce any lava with this technique other than in the form of simple blasts and streams of lava, with the blasts/streams never exceeding a short range in their radius.. Furthermore, the user will be unable to perform lava jutsu above b rank for the rest of the turn, and in the following turn after usage, lava jutsu above A rank will remain disabled. Only usable twice per battle.
Note: Only usable by the jinchuuriki of the Yonbi.
Doton: Gaia no Yōsai) | Earth Release: Gaia's Fortification
Type: Offensive/Supplementary
Rank: B
Range: Short - Mid
Chakra: 20
Damage: +20
Description: This technique allows the user to produce a quick burst or stream of particles of ignitable earth, not at all dissimilar to that of the 'Molten Earth Wild Eruption Technique', from either their body or the ground. The produced rocks and particles are designed to funnel into a flame and, on account of their inherent structural and molecular instability, forcefully explode. This will essentially empower the fire technique in two ways; firstly the surge of flammable earth into flames will add to the bulk of the fire attack, creating a combo of fire, molten earth and flaming rock. Secondly, is that the explosive force of the rocks will directly influence the host fire technique - resulting in a powerful chain explosion. Essentially, this technique will turn basic fireballs into expanding maelstroms of rock and flame, pillars into erupting geysers of molten earth and fire, and so on, greatly enhancing the lethality and danger factor of the offending technique. As this technique has no independent usages of its own, it can be used within the same timeframe as another jutsu.

Note:
- This technique cannot be used on consecutive turns, and when used, the user will be barred from other Earth jutsu A rank and above for the rest of the turn.
- This technique can only be used 3x.
- Is effective on inflamed substances, and fire KG/CE too (within reason and logic).
-Can only be used with S rank and below techniques.

Without a care for how his opponent proceeds, Wukongs elects to wreak destruction indiscriminately. He immediately activates his partial jinchuuriki transformation, releasing a shock wave and dodging down to the floor back to his original position with an immense burst of speed. From here, he immediately lunges forward, flying into you atop the dog in a quick tackling motion. You're naturally burned by the intense heat put off by the scarley ape-like cloak of chakra.

( Yonbi Fukanzen Henji no Justu ) - Four Tailed Initial Transformation Technique
Type: Supplementary
Rank: A
Range: Short
Chakra cost: 30
Damage points: ( 40 to chakra burst) ( +20 to Lava Release, +10 to Earth and Fire techniques )
Description: When the incomplete form is activated, Roshi roars and releases a bright crimson chakra burst to short range and creates a coloumn of chakra shooting into the sky. He is then covered in a bright crimson shroud of chakra with four tails. He also has spiked hair coming from the top his head right down his back. The chakra shroud burns an opponent who touches it, much like fire. It is hotter than the Nibi's chakra shroud. Whilst in this form Roshi gains a boost to his Lava, Fire and Earth Techniques.
Note: The Transformation lasts for maximum of 4 turns.
Note: Can only be used twice, after each usage the user cannot activate it for at least 8 turns. Should it end, the user is left unable to use any Bijuu jutsu above A rank for two turns.
 

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It seemed as if the brat had spunk. He had easily managed to force his way through the spiked palm and take aim for Archer and his companion. Almost as if he was speaking underneath his breath, Hanzo would utter the words, “Z-Formation” while simultaneously patting the dog’s head as a signal. Two things would occur in unison. The Hayabusa himself would elevate his right leg and kick the air so to speak, to use the chakra he had gathered in it to propel himself off Arcanine at blinding speeds to his left, dodging the fiery blast of lava in it’s entirety. Now while easily being the fastest individual on the field, at the same time Arcanine would focus chakra within it’s jaws, and dash to the right at speeds neither Hanzo nor the man in front of him could see. The unusual looking K9 had utilized Wukong’s attack as a cover, and would outmaneuver it in order to get the jump on him. Within mere seconds, the beast would be in reach, using his jaws to deliver a devastating bite to his throat.

(Hanzo goes left, Arcanine goes right and kinda arcs around the attack to get to you basically)

(Hakke Eien no) - 8 Trigrams Eternal
Rank: C
Type: Supplementary
Range: Short-Mid
Chakra Cost: 15
Damage Points: N/A
Description: This technique will enable the user to release a series of large amounts of chakras from his chakra points on the tips of toes or exerting from his palms (incase he is standing on his hands) enabling the user to move at fast speeds when he kicks/pushes off the ground or kicks/pushes onto a direction within mid-air in order to evade an incoming jutsu, or to move into hand-to-hand combat.
Note:
-This jutsu won't deal any damage.
-Can be taught by Dr. House

(Kuchiyose: Arcanine ) - Summoning: Arcanine
Rank: S
Type: Supplementary
Range: N/A
Chakra Cost: 40
Damage Points: 80
Description: Arcanine is a quadruped, canine Pokémon with an orange pelt marked by jagged black stripes. It has diamond-shaped ears with beige insides, black eyes, a round, black nose, and two pointed teeth protruding from its upper jaw. Its head, muzzle, and chest are covered in shaggy, beige fur, except for two oval sections around each eye and ear. Long tufts of fur grow behind its knees and around its ankles. Its underside is black, and it has a billowing, beige tail that is bent in the middle. Arcanine is a fast canine, capable of running at speeds of the average Sage ranked member and is able to use up to S rank Fire jutsu. An ability of note that he possesses is called Flash Fire. This ability allows him to absorb any Fire based attack used against him and increase the power of his next Fire jutsu by +20. Arcanine has the ability to Intimidate a rival opponent and subsequently, make any attack used by then deal less damage, -10 to be exact. He also has an ability deemed Fire Fang in which he channels large amounts of Fire to his bite and rushes with twice his speed and delivers a crushing bite ( of A rank force ) and can cause a lingering burn that does -10 damage per turn for up to 4 turns, unless healed by.
Note: Flash Fire can passively absorb any Fire jutsu that attacks Arcanine.
Note: Intimidate is a passive ability, and activated when a battle starts.
Note: Fire Fang can be used three times a battle.
 
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Wukong continues as planned, activating his initial transformation after releasing the Dragonfire. To his surprise, with the mode activated, he becomes able to track Arcanine hurtling toward him at a high speed. However, Wukong is much faster in this form, and it's a simple matter for him to jump off the ceiling, hurtling straight towards you at an untrackable speed. Arcanine is left to crash into the ceiling.

( Yonbi Fukanzen Henji no Justu ) - Four Tailed Initial Transformation Technique
Type: Supplementary
Rank: A
Range: Short
Chakra cost: 30
Damage points: ( 40 to chakra burst) ( +20 to Lava Release, +10 to Earth and Fire techniques )
Description: When the incomplete form is activated, Roshi roars and releases a bright crimson chakra burst to short range and creates a coloumn of chakra shooting into the sky. He is then covered in a bright crimson shroud of chakra with four tails. He also has spiked hair coming from the top his head right down his back. The chakra shroud burns an opponent who touches it, much like fire. It is hotter than the Nibi's chakra shroud. Whilst in this form Roshi gains a boost to his Lava, Fire and Earth Techniques.
Note: The Transformation lasts for maximum of 4 turns.
Note: Can only be used twice, after each usage the user cannot activate it for at least 8 turns. Should it end, the user is left unable to use any Bijuu jutsu above A rank for two turns.

As he approaches, Wukong releases a surge of fire chakra from all over his body, creating a defense to whatever your retribution may be, in the form of tails of fire which sprout from his cloak before immediately dissipating into countless seeds of fire which swirl around Wukong in a perfect sphere, though leaving gaps for him to see. This would take place immediately before crashing into you, causing the seeds to explode and kill you thoroughly.

Katon: Kaika Ninetails: Dai Roku Tēru. Oshokui) | Fire Release: Flowering Ninetails: Sixth Tail; Corruption
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80 (-10) (+30) (+10)
Description: Allows for the release of vast amounts of pure fire chakra from all over ones body that creates an aura in the shape of nine fox tails, each twice the size of the user, that will cocoon around the users body. The tails can be manipulated to attack or defend for a time - acting as condensed chakra capable of interacting with physical objects to deal blunt and burning damage - however their real power lies in their ability to disperse into dozens, if not hundreds of seed like orbs of fire chakra that, by default pulsate outwards in all directions, but can be directed towards particular locations should the user so wish. As the seeds travel outwards they indiscriminately phase into any object, being, or technique of lesser strength and forcefully alter or distort it's properties to make it explode - with said explosions always being angled away from the user. When a structure explodes it in turn releases countless more seeds that allows for a chain reaction that can completely devastate battlefields, as the seeds are capable of making the strength of undermined techniques into their own, not weakening, but instead growing in strength and number with each clash. This ability is effective against all earth based techniques of lesser strength (Excluding crystals), opposing fire techniques of lesser strength, and water techniques two ranks lower, however it is ineffective against water techniques of A rank and above, Lightning techniques and wind techniques; A rank water techniques will simply evaporate while Lightning and Wind techniques will clash normally.

- Can only be used 2x
- No fire techniques above B rank for the rest of the turn
- Cannot be used on consecutive turns
- Can only be taught by Scaze

(Katon: Kaika Ninetails: Sādotēru; Gurēsu) | Fire Release: The Flowering Ninetails: Third Tail; Grace
Type: Supplementary/Defensive
Rank: B
Range: Short - Long
Chakra: 20
Damage: N/A
Description: To be used directly after the Sixth Tail, this technique takes effect as soon as the tails disperse. Instead of allowing the orbs of fire chakra to roam across the battlefield this technique serves to bind the orbs onto the users position, forcing them to surround the user (But preventing direct contact, and in the case of contact suppressing their destructive abilities) so that the orbs may act as the perfect defence as they swirl around him to protect from all air based and ground based threats. Furthermore it also grants the user the ability to passively manipulate the pathing for the orbs, for instance the user can expand the defence to encompass the entirety of short range, and can even stream the orbs out to surround their own techniques to empower them. Whenever the orbs nullify a threat the produced explosions will always be angled away from the user.

Note:
- Can only be used 3x
- Cannot use Water, Earth, Fire or Wind above S rank while this is active.
 

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In terms of physical speed and reaction time with no augmentations, due to his position as an apex speed specialist, Hanzo was unmatched. He would see the initial transformation and have more than enough time to react accordingly. Focusing his chakra throughout his person, the Archer would release a peculiar looking entity composed of crystalline water. Going by the title of Bindus, it would passively transform itself into a misty like form and cover the Hayabusa's body in it's entirety. Despite being used as an armor, the creature was more than capable of acting almost independently from Hanzo's constant instruction. All it needed was a single mental command before taking the task into it's own hands. As Wukong approached in his fiery blaze two things would happen from his side simultaneously. First, the moment the flames came within reach of the mist, the sphere would be systematically absorbed because of the water vapor's parasitic nature. This interaction works based solely on the rank of the two techniques, and because the fire's rank wasn't bolstered, it would harmlessly be stripped and absorbed with minimal difficulty. At the same time Hanzo would use his index finger to draw a thin line of electricity in the air. The line would burst into thousands of bullets of pure, focused lightning that would pierce through Wukong's vitals and immobilize him, if not ending the beast on the spot.

(Suiton: Bindus no Burisu)- Water Release: Bliss of Bindus
Type: Offense/Supplementary/Defense
Rank: S
Range: Short-Long
Chakra Cost: 40 (-15 for every turn kept active)
Damage Points: N/A (20 for body movement attacks)
Description: The user will release water chakra from their body and formulate a powerful humanoid creature that is composed of crystalline water. The beast stands slightly taller then the users original body, crystal blue, darker blue on its face, and spider-like marking on its chest/body. It moves by the user's mental commands. The beast has a special ability to turn into different watery compositions: mist and syrup water. Turning into these forms are passively done, and each ability grants different entailment. The mist has a unique chakra absorbing property allowing him to drain the strength of organic matter. This chakra absorption is especially great in close range fighting, being able to weaken CQC techniques that revolve chakra, accordingly to its rank it can absorb chakra of techniques up to its rank. It can absorb up to S-Rank pure chakra (A-Rank if it has a shape), and A-Rank elemental chakra that water is neutral with, B-Rank that water is weak with, and S-Rank with elements water is strong with. Metallic weapons with elemental chakra/regular chakra will be negated and absorbed as well. Its misty body can harm vision making it tough to see for an opponent and some dojutsu, and if contact is made with the opponent, it will absorb chakra of the opponent, up to 50 points a turn. Absorbing costs one move. Intangibility allowing physical attacks to phase through its body, avoiding them. With its light nature, he float above ground at speeds slightly slower then a regular ninja. Its sticky version has more blunt force damage when striking the opponent and leaving him drenched in sticky water restricting his/her movement. Attacking the beast with weapons, or physical movements would risk getting stuck. Another unique feature (which costs a move) is the beast can release "web" like threads out of his limbs to be used to swing around the terrain, grab a hold of material and reel them in, things of that nature. The web can extend up to mid range, and doesn't contain any damage to it, but can restrict people if caught. Lastly, its crystalline body, its base body, is quite slow. Able, to deliver bone crushing damage, and combat against even the most toughest of matter. It can pick up large rocks, and if wanted literally blast through them. The syrup and crystal form can move on land, while all forms can be able to go under water (crystal body much slower underwater even more so than on earth).

Note: Can only be Taught by Noni
Note: Can only be used twice per battle stays on field for four turns
Note: Can not use water above S-rank the turn the jutsu is created
Note: Can not used water S-Rank and above the turn the jutsu is dispelled

Raiton: Sandan (Lightning Release: Scatter Shot)
Rank: S
Type: Offense
Range: Long- Short
Chakra Cost: 40
Damage Cost: 80
Description: The user firsts channels Raiton to his finger tip and moves in hand horizontally in front of him, creating a horizontal line of Raiton in front of him. On the user's command, the horizontal line shatters into thousands of tiny blades of Raiton that is launched forward at high speeds, shredding the opponent's skin apart.
~Can only be thought by Rikerslade~
~Only usable twice per battle~

On the otherside of the front, just as Wukong had dodged his assault, Arcanine would reel back and cushion it's blow. The K9 quickly regaining it's stance and lunging towards the action hastily, readily prepared to come to his master's defense as need be.
 
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Entering short range, the mist evaporates the fire and you shoot lightning at Wukong. Unperturbed, the crimson shrouded monkey belches another stream of pitch-black dragon fire at you. Infused with positive black chakra, the weakness to lightning is removed, thereby the attack continues towards you at full power.

(Yoton: Ryu Kasai) - Lava Release: Dragon Fire
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40 (+20)
Damage: 80 (+30) (+20) (-10)
Description: Ryu Kasai is a unique and exceptionally feared form of lava for its tremendous power and the pain it inflicts. Stringing a set four of hand seals together, the user will either focus a large quantity of chakra into their stomach or a source of lava/fire made by the user. In this case, the user will focus intensely on the state manipulation aspect of their chakra, as Ryu Kasai, Dragon Fire, is a unique form of lava which closely resembles fire and is indeed easily mistaken for it. Befittingly, Dragon Fire contains a much higher ratio of fire chakra compared to most lava jutsu, resulting in a massive increase in temperature when compared to other jutsu of the element, which is the source of the jutsu's power. Because it exists at such a high temperature, this form of lava possesses a low viscosity to an unnatural degree, causing it to flow more freely and quickly. Furthermore, the user focuses the high amounts of fire chakra in this mixture to cause every droplet of lava to be ablaze with a fire which will ignite whatever it touches, covering it in flames of the same temperature. For that reason, it is easily mistaken for fire instead of lava lava to the untrained eye on account of its fast flow and the flames it carries on its surface. Though powerful, Dragon Fire possesses limitations as a result of its difficult to produce state. The user is unable to produce any lava with this technique other than in the form of simple blasts and streams of lava, with the blasts/streams never exceeding a short range in their radius.. Furthermore, the user will be unable to perform lava jutsu above b rank for the rest of the turn, and in the following turn after usage, lava jutsu above A rank will remain disabled. Only usable twice per battle.
Note: Only usable by the jinchuuriki of the Yonbi.

(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.

Crashing into the ground just in front of you even as the beam is released, Wukong immediately rolls to the side, taking advantage of his superior speed, to position himself six meters to your right, keeping an eye on Arcanine as he does so.
 

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“Hmph, how relentless” Hanzo muttered. In this moment, before the ever so dark dragon fire could reach him, the scenery shifted. He had used his chakra in order to reverse summong himself, Wukong, and Arcanine into a crystalline cave housing hundreds of sharks in the depths of the water below. Simultaneously as the shift, Hanzo would dash to his right, attempting to leave the brat’s reach and gain some distance. Meanwhile his K9 would once again, charge chakra in his jaw and dash at blinding speeds, almost double that of Wukong and Hanzo himself, this time aiming to crush the Jinjuuriki’s skull under the force of his bite.

Same Kuchiyose: Same Ha no Guraindā ▽ Shark Summoning: Grinder of the Shark Tooth
Type: Offensive/Supplementary
Rank: A-rank
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: After signing the shark contract, Ashitaka began to create several techniques for his new ability. One of his most useful and diverse creations was Same Kuchiyose: Same Ha no Guraindā ▽ Shark Summoning: Grinder of the Shark Tooth. After performing the necessary hand seals, the user would reverse summon anyone they wanted to within range into a huge cavern with natural light bending from the outside. The walls and the roof of the cavern were made of a crystalline-water, allowing the light to be let in. The width of this hardened water cave, however, only extended forty meters in diameter and forty meters high much like a dome. The "floor" of the crystalline-water cavern was as huge as a lake's worth of water. This is due to the fact that some sharks can be summoned with their own water source, and this is where they reside and it would need to come from somewhere. The crystalline-water cave walls, roof, and the water below are littered with small and large shark teeth varying from size to size. This in no way adds a damage to techniques the user performs. From the highest point all the way down onto the edges of the walls, the shark teeth were pointing towards the center of the cavern except the teeth that would be summoned in the water. Plenty of "basic" shark live in the water below, and if one is not a signed contract summoner for sharks and they become submerged, the sharks speed towards whoever has become submerged and would begin to tear them to pieces with their powerful and sharp teeth (opponent must be bleeding, or be submerged for one turn).

▽ Can only be taught by Penguin
▽ Can only be used by shark contract holders
▽ Can only be used twice per match
▽ Lasts for four turns then everyone is de-summoned
▽ No shark ninjutsu A-rank and above for a turn after this technique

He also has an ability deemed Fire Fang in which he channels large amounts of Fire to his bite and rushes with twice his speed and delivers a crushing bite ( of A rank force ) and can cause a lingering burn that does -10 damage
 

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As he's reversed summoned into the cave, Wukong feels victory flash before his eyes, just out of reach. His fury ignited, he flies into a rage and finishes his transformation, activating his tailed beast mode and taking on the full powers and appearance of Son Goku. His power now greater than the man and his pup in every respect, it's a simple matter for Wukong to outmaneuver the pair of them. As Arcanine comes crashing towards him, and Hanzo attempts to roll away, Wukong leaps off the surface of the water, placing himself 10 meters above Hanz.

( Yonbi chon Henji no Jutsu ) - Four Tailed Full Transformation Technique
Type: Supplementary
Type: S
Range: Short
Chakra cost: 40
Damage points: N/A ( +30 to Lava Techniques, +20 to Fire and Earth Techniques )
Description: Roshi roars and red chakra bursts out of him and covers him entirely in the replica of the Yonbi. The inital form is almost as large as the Hachibi but has a very muscular body and has great physical strength so much so it could toss the Hachibi with relative ease. It has two horns protruding from its head and two large fangs much like a baboon. On its tails it has bladed spikes which can be used for attacking its targets. The Yonbi constantly releases a hot temperature of 60 degrees Celsius making it reasonably difficult to get very close to him. While in this form it can only use Lava , fire and earth elements but gains a substantual power boost to them.
Note: The Transformation lasts a maximum of 5 turns and can only be activated twice. After it ends, the user cannot use any Bijuu techniques for 3 turns and cannot use any transformation for at least 4 turns.
As he travels upward, he charges his ultimate attack, the Tailed Beast Bomb, and releases it directly downwards upon the pair of you. The massive attack covers all of Wukong's downward angle, and upon detonating on hitting you/the surface of the water, will trigger a massive explosion of bijuu chakra, vaporizing everything within the cave beneath Wukong.

( Bijutsu: Bijudama ) - Tailed Beast Skill: Tailed Beast Ball
Type: Offensive
Rank: S
Range: Short - Long
Chakra cost: 70
Damage points: 120
Description: The most devastating and powerful attack usable by a Bijuu or a Jinchuriki, the Tailed Beast Ball is a statement of the massive amount of powerful chakra contained inside the Bijuu manifested into a massive ball of destructive chakra. To form the attack, they gather both positive black chakra (+の黒チャクラ, purasu no kuro chakura), and negative white chakra (−の白チャクラ, mainasu no shiro chakura), shape it into a sphere, and then compress it in front of their mouth. The black and white chakra needs to be balanced at an 8:2 ratio respectively or it will backfire. Once launched, the sphere, despite dense and massive, is insanely fast and once it hits, unleashes its massive power in the form of a dome-like explosion, engulfing anything nearby.
Note: Can only be used 3 times and must be in Complete form.
Note: If 2 or more Jinchuriki's colaborate in the creation of a Bijudama, the power of it multiplies by the number of Jinchuriki's.
 
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"Ah, so the beast finally emerges", Hanzo scoffs as the rather large orb of dense chakra forms. The very air around the Hayabusa began to gain weight, with each breath putting more strain on his lungs. Despite the flashy showing of power, he was not worried. In fact, up until now he had effortlessly managed to evade these onslaughts and now would be no different. In a dismissive manner, Hanzo would wave his left hand while simultaneously acting one of his body seals. Two things would happen within this moment, the first would be the emergence of two untrackable and instant barriers from his person. These barriers would act as a means to siphon the chakra bomb by half it's strength, allowing the next step to continue without fail. At the same time he would have used his right arm to shoot an arrowhead, which would release a spiked metal eastern Dragon. When the two attacks would clash, the beast would rip through the sphere and similarly, the ape.

(Fuuin: Bachi no Kindachi) - Sealing Technique: Damocles, The Curse of Kings (x2)
Type: Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (80 chakra for double usage)
Damage: N/A
Description: The user will have four seals on their body (must be stated in the biography) with the Kanji for “Curse” that can be passively activated (instant but still counts as a move) whenever the opponent uses a technique. The seal will will release an intangible barrier that expands outwards in all directions. The barrier instantly reaches long-range in every direction and serves to absorb chakra from the given technique in order to weaken it by a quarter . The amount of chakra absorbed is proportional to the power of the technique but one thing that remains the same is that the remaining technique will fall to three-quarters it's original power i.e. a 120 damage technique would fall to 90 damage (Forbidden Rank). The barrier is destroyed soon after coming into contact with the technique if it exceeds a traditional S-Rank in power but not before it leeches a quarter of it’s chakra in order to weaken it by the same degree. The user can instead activate two barriers rather than one to reduce the targeted technique to half it’s original power rather than a quarter. This will count as two of the user’s three moves per turn. This means this technique does not counter other jutsu in itself but rather aids the user in countering more powerful techniques by weakening them. Due to the barrier’s intangibility, it will can work on solid techniques as well as liquids, gases and energy-based techniques. It will also only shatter against non-physical techniques due to their ability to clash with the intangible barrier. The reason this seal needs to be passively activated (still counts as a move) is so the user can use a technique in the same-timeframe to counter the opponent's weakened jutsu. This technique can be used thrice per battle, be it three usages of the single version, three usages of the double version or any variation/combination of the two.

Note: Can only be used three times per battle
Note: No Fuuinjutsu techniques can be used in the user's same and next turn (when single version is used)
Note: No Fuuinjutsu techniques can be used in the user's same and next two turns (when double version is used)

(Torikkuācherī: Robin Fuddo, Kyōtsū no Kanshu) - Trick Archery: Robin Hood, Warden of the Common
Type: Supplementary/Offensive/Defensive
Rank: B-S (S-Rank)
Range: Short - Long
Chakra: 20-40 (40)
Damage: 40-80 (80)
Description: "Robin Hood, Warden of the Common" is the basic technique of the Trick Archery fighting style meant to showcase the style's extreme versatility in usage and effect. Using several already prepared "Trick" Arrows. The user through the insertion of chakra through the fighting styles exclusive launchers and its seal, will be able to release the specialized arrows from it, forcibly launching them towards a particular target once the specific arrow needed is launched. The arrows themselves are capable of releasing various materials centered around different effects in battle but are all considered various forms of weaponry and possess various strengths and sizes. This technique primarily centers around basic weaponry as "trick" arrows, the user will be capable of releasing various weapons as projectiles towards a target with the intent to harm, hinder, or bind. These weapons can range anywhere from a plethora of arrows, to a barrage of swords, to a spiked boxing glove. These weapons however, cannot be elemental and or sentient. The chakra used dictates the overall power of the technique through either the strength of the individual projectile or sheer amount of them. The props themselves are chakra infused, and possess no elemental S/W's being neutral to all elements.

Note: S Rank version can be utilized thrice per battle, A Rank Version can be utilized four times per battle.
Note: Upon utilizing the S Rank version, the user is incapable of performing S Rank or higher Trick Archery techniques in the next turn.
 
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Sorry for the delay, ima just forfeit this. Don’t really have the time rn to keep this going. Great fight though, I really enjoyed it.
 
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