Yip yip.Everything goes, yeah?
Mid-range,
Plain field,
Rei's R&R,
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Do you want to go first?
Hawke's response is simple: the whooshing motion that heralds the Assassin's creation sends the King convulsing sideways, body spinning 180 degrees about to meet the attack with his arms raised, crossed in an x-shape. Instead of blocking the attack with his arms, however, Garrett thrust his hands towards the wind-spectre, releasing a humongous wave of fire in an omnidirectional burst that destroys the assassins and sends a remnant flame rushing towards Roy. Then, he turns about once more to face his adversary again.Yip yip.
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The fate of all Sword holders involved the emergence of ninjas from all over, in an attempt to take what does not belong to them. Roy wasn't a fan of such a thing, but he had gained the sword in the same way. Slightly hypocritical.
But that was of no matter. Unlike the previous guy, this opponent was a strange one, his features quite scruffy, and although he had not said a word you could tell he'd be the vicious type.
''I am Roy Mustang of the Kiyoshi clan. I know what you have come for, and have no intentions of giving it to you... today you will meet your end.''
Suddenly, Roy simply twitches his hand, moving the sword slightly, using that to form an assassin made purely of Wind, in the area five meters above, and slightly you. The assassin would begin to drop as soon as he is created, pulling out the hidden blades within his forearms as he did so.
With the blades out, he'd lunge them forward, into the back of your neck, aiming to take your head off, if not leaving it just barely attached.
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short - Long
Chakra cost: 40 (-10 chakra per turn)
Damage points: 80 +15
Description: The user will channel their fuuton chakra into the surrounding air in order to create a number of traditional assassins composed entirely of tangible wind with a slight greenish hue. These assassins possess the natural capability of flight due to their weightlessness and are all fully equipped with twin hidden blades jutting out of their forearms. On creation, the assassins typically descend on their targets from above and stealthily dispatch them through the use of their bladed weapons by targeting vital locations on their victim's body. They don't necessarily have to land on top of their targets but can simply be created so they will land near/next to them. These assassins, regardless of the number, will always have to be created a minimum of five meters away from living beings (excluding the user and sentient creations such as the Stone Golems) and must always be created above their targets. The number of created assassins will always equal or exceed the number of designated targets (e.g. if a technique creates a fifty soldiers made of earth, at least fifty assassins of wind will be created). The maximum possible number of assassins that can be created through a single usage of this technique is a hundred and so if more than that number of targets exist, then this maximum of one hundred soldiers will be created. The power of this technique is equally divided between the number of assassins created.
Note: Lasts for four turns
Note: Can be used twice per battle
Note: No S-Rank or above Wind on the turn this is used
As soon as the assassin is created, Roy would have dropped a single flash bomb in the area just behind him at an angle, closing his eyes so that he isn't affected whilst you'd hopefully be caught off guard, and blinded. In that moment, he'd launch forward a two Kunais, one aimed to directly towards you aiming to hit your chst, the other arcing upwards, before striking your head from above.
Of course the second Kunai would take time to hit, but that did not matter. So, all this is timed to make it so that you're blinded, with a wind-made assassin about to strike from behind you, and two Kunais heading towards you. Roy watched, waiting to see how his opponent would deal with such a situation.
The opponents nimble movement were impressive. He had managed to notice the incoming Wind, and both use a jutsu to defend himself whilst effortlessly avoiding the incoming Kunais. Of course, as the Fire continued, Roy didn't have too much time to think about the opponents move and instead focused on his own, releasing more Wind chakra into all areas of the field by a mere flick of the Sword.Hawke's response is simple: the whooshing motion that heralds the Assassin's creation sends the King convulsing sideways, body spinning 180 degrees about to meet the attack with his arms raised, crossed in an x-shape. Instead of blocking the attack with his arms, however, Garrett thrust his hands towards the wind-spectre, releasing a humongous wave of fire in an omnidirectional burst that destroys the assassins and sends a remnant flame rushing towards Roy. Then, he turns about once more to face his adversary again.
-The convulsing motion sideways should bring Hawke out of the Kunais' paths.
Kyōkiken | Madness Fist
(Katon: Naiteki kaji) - Fire Release: Inner fireRank: B
Type: Offensive/Supplementary/Defensive
Range: N/A
Chakra cost: N/A
Damage points: N/A
Description: Kyōkiken is a Taijutsu style, based loosely on the principles of Drunken Fist. To enter the Kyōkiken-state, the user must either be insane, or have many experiences with insane beings to draw upon for guidance. Where Drunken Fist revolves around relaxed and fluid movements, the Kyōkiken is the exact opposite. While in the Kyōkiken-state, the user will constantly tense up and seemingly spasm uncontrollably, but like the Drunken Fist, every movement in the Kyōkiken has a purpose. The seemingly heaving and rattling breaths of the user will make it easier for him/her to find a rhythm and flow in their attack and defense. The constant tensions and incoherent rambling of the user will serve to distract the target. Seemingly harmless and slow movements will change their trajectory and speed up considerably. Generally, the user will seem slow and menacing to the target, but the slow and rigid movements can turn into deadly and decapitating strikes with a single, convulsive motion.
Type: Offensive
Rank: S
Range: Short - Mid
Chakra cost: 40
Damage cost: 80
Description: The user cross his arms infront of his head, forming a 'X' a gathers huge amount of fire chakra within himself. He then as he have gathered the fire chakra which takes near to no time, swings his arms to each side releasing a huge burst of fire from all angles of his body, which results in a huge shockwave of fire which destroys everything in it's path.
~Useable twice per battle.
Finally, reprieve x_x I needed this.The opponents nimble movement were impressive. He had managed to notice the incoming Wind, and both use a jutsu to defend himself whilst effortlessly avoiding the incoming Kunais. Of course, as the Fire continued, Roy didn't have too much time to think about the opponents move and instead focused on his own, releasing more Wind chakra into all areas of the field by a mere flick of the Sword.
By doing this, he managed to surround the incoming Fire and blow against it, neutralising the weakened S-rank (which I imagine to now be a weak A-rank/strong B-rank), having dealt with the Fire, the wind which had become visible as it formed around the Fire would disappear almost as if it were never there.
(Fūton: Kū Sora) – Wind Style: Spirit Void
Type: Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (-10 each time it's used)
Damage: N/A
Description: A technique simple in nature, but extremely effective, Spirit Void was one of Roy Mustang's own creation. Versed in it's defensive capabilities, the jutsu begins once the user channels and sends a a copious amount of his chakra into the skies above, ranging from short to long range all around. Following this ensues an unpredictable and quick movement of visible Wind in the skies, continuously flowing and swerving, seemingly without purpose before heading downwards and disappearing into nothing. However, purely through the users will (or through hand/leg/general body movement for cosmetics) the user can harness the wind power to create a defence which leaves the user unharmed. When seeing an incoming attack, through will the user controls the wind around the jutsu and forms it around the incoming attack, where the Wind would then slices/cut through it and/or blows it away, depending on the nature of the attack. For example, an Earthen projectile could be sliced and cut until it is no longer a danger, whereas a Water attack would be blown back. Of course when being used to defend, the Wind once again becomes visible to the naked eye, showing a green-ish hue. Although the process at the beginning appears to take time, when used within the same time frame of an incoming attack, the defense would be able to work just as well as any other Wind jutsu. This technique will only activate against techniques that it can neutralize (as an S-Rank Wind(+15? lol)) and it will only activate once per turn and it cannot be stacked with other automatic defense jutsus.
~ Can only be taught by Erzo. This jutsu can be used twice, lasting four turns each time. Cannot be used consecutively, but instead with a one turn wait after four turns are up/the jutsu is deactivated. Although the user can manipulate this jutsu through will, thus allowing himself to remain unoccupied and free to perform other techniques, when used to defend against other techniques it will still count as one of the three allocated moves per turn.
Following up, Roy flicks his wrist once again, whilst simultaneously throwing a Kunai with a paper bomb attached, using his left hand. The kunai is aimed to go at a slightly upward angle, blowing up when reaching just outside of short range, with the explosion not blocking any view of Roy and his opponent. As this happened, the flick of the sword had caused two hands of Wind to be created less than an inch behind the back of his opponents knees, both hands grappling on as they're formed.
Noticing the quick and agile movement, damaging his opponents legs would clearly give Roy more of an advantage. Normally, the hands made of wind would be able to grab but not deal any damage. However, having crafted a technique to change this, the hands are coated with a sharper Wind, with the added damage from the sword allowing the jutsu to do even more, especially at such a soft spots. The explosion of the paper bomb at short range is aimed to mask the subtle sound of moving air as the hands formed, but whether it'd work or not would be another matter.
The cuts made to the back of your knees wouldn't cripple you completely, but would cause extreme pain and damage when you're forced to make quick movement, or are just putting a lot of pressure on your legs (running, jumping, leg based jutsus etc). I believe this would slow you down considerably, with your ability to move only worsening as time went on.
(Fuuton: Subashikoi Hando) – Wind Release: Sleight of Hand
Rank: D
Type: Supplementary
Range: Short-Mid
Chakra Cost: 10 (-5 chakra for an additional hand)
Damage Points: N/A 20 +15
Description: The user will focus their fuuton chakra into the air at any location on the battlefield (within mid-range) to create an almost invisible hand of tangible air (slight greenish hue) fully equipped with nimble fingers. The creation of the hand(s) will generate slight sounds of moving air. Unlike most stealth techniques, this one's usage lies primarily in the art of pickpocketing and thievery. The light weight nature of the fingers allows them to retrieve items, delve into pockets, open ninja pouches and so on with only very slight disturbances. In certain weather conditions (e.g. rainy, snowy), it becomes even more difficult to detect these disturbances. In the same way, if concealed correctly the user can also plant items on their designated target through the use of this technique, however planting heavier items means they run a higher risk of getting caught. To plant items, the user must create the hand near the location of the item they intend to plant on the opponent and stealthily maneuver it towards the target, ideally with the use of some sort of cover (e.g. grass or vegetation). The greenish hue of the air (Similar to Danzo's Vacuum Blade) serves to make the hand of air easy to camouflage in grass, leaves and bushes, rendering it near-impossible to see for non-doijutsu users in such conditions. Alternatively, the user can create an additional hand to aid with slightly more complex tasks which require the use of two hands such as removing certain types of jewellery (necklaces) or tying/untying knots.
Note: Can only be Taught by Negative Knight
(Fūton: Kamaitachi) - Wind Release: Sickle Draws
Type: Supplementary
Rank: A
Range: N/A
Chakra cost: N/A (+10 chakra cost to techniques this is applied to)
Damage points: N/A
Description: A two part jutsu, Sickle Draws aims to augment Wind jutsus in specific ways, allowing the usage of simple jutsus to become more complex, and simply more dangerous in nature. The nature of this jutsu itself only allows it to work alongside the Wind element. The first part requires the user to focus more of his Wind chakra into his future Fuuton jutsu which have no cutting abilities whatsoever (supplementary, defensive type techniques), and using said chakra to sharpen the outside edges of the aforementioned jutsu. This manipulation causes a change within the technique's shape and allows the most defensive Wind jutsu the capability to inflict lethal cutting damage. The damage output would depend on the rank of the supplementary/defensive jutsu used (i.e. an A-Rank will inflict 60 damage). The second usage of this jutsu allows the user to do the same, still only working on Wind jutsus, but instead only focuses on offensive Wind techniques, simply adding a +20 damage to the jutsu used in conjunction as it adds on to whatever it is used with, rather than focusing on things which are purely defensive. When used in either form, however many hand seals the jutsu used alongside this requires, an extra one (the Ram handseal) is added on. This is added on regardless of any abilities which the user may have which allows him to perform wind jutsus without hand seals (specialty, NB sword etc.) This is an activation type jutsu and its effects apply to future wind techniques rather than pre-existing ones. Activating this ability is instant and does not consume any time whatsoever.
~ Can only be taught by Erzo. Can only be used a maximum of two times per battle/event, and once used lasts a maximum of four turns, or until deactivated. Upon it being deactivated/timing out, the user must wait a turn before being able to use again. The user can decide to use one form 2 times, or mix and match as he likes, as long as both the first and second usages are not used at the same time.
First turn/Four - Spirit Void
First turn/Four - Sickle Draws
Roy would fall for the genjutsu, there was no way he could predict it. However, the fear and whole process of it would not be something he'd go through. His Kiyoshi sensing abilities would indicate foreign chakra in his system almost instantly as the genjutsu is activated. Using the same sensing abilities, he's able to notice your sudden movement, and at quite some speed.Finally, reprieve x_x I needed this.
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The precious seconds Roy spends defending against the incoming fire-technique Hawke uses to quickly remove the Leg Weights strapped about his legs and, in the same movement, place the Kiyoshi in a simple Genjutsu wherin he is subjected to terrible horrors. Using this distraction to his advantage the King blurs forward in an impressive display of speed, quickly appearing behind Roy and, using the abilities of ZX Buster, delivers a devastating palm-thrust that should turn the Kiyoshi's spine to jelly.
(Katai Omori: Doroppu) Leg Weights: Drop
Type: Supplementary
Rank: A-Rank
Range: Short
Chakra: N/A
Damage: N/A (+20 to Kicks, 2x Running Speed)
Description:
The user stops, bends over to reach his legs and unstraps his leg weights, dropping them to the ground. As a result the user gains a drastic boost to his running speed (doubles) and +20 to all his Strong Fist Kick-related moves. However, this boost in strength and speed is completely nulified when releasing the EIG or when using any kind of movement speed enhancement technique or weight manipulation technique; they don't add up on eachother.
Hakke Magenken: Tercera no Kata | Eight Trigrams Demonic Illusion Fist: Third Form
Rank: A
Type: Offensive
Range: Short/Mid
Chakra cost: 30
Damage points: 60 (x2 +10)
Description: The user performs a simple hand gesture, which immediately places the target in a Genjutsu, where he will feel nothing but absolute terror, fear and dread. First, the target will see the users hand begin to glow ominously, after which, the users body will disappear into a complete darkness and only his two hands will remain visible. The users two hands will immediately seem to form a box with the thumb, index and middle finger of each hand and as soon as the box is complete a glowing red eye will appear in the middle of the box and quickly begin to multiply. The target will feel as if thousands of glowing red eyes are racing past him with high speed. The only feelings the target will be able to feel is fear, paranoia, sadness and hopelessness. In reality, the user simply focuses chakra into his feet and earth chakra into his hands. The user will then disappears in a blur of speed; he quickly reappears behind the enemy and delivers a devastating dual palm thrust to his spine.
-The illusion is C-ranked.
-Can only be used 3 times per match.
-No S-ranked or above illusionary techniques during the next turn.
-Can only be taught by Zero Kelvin.
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2:21 – 2:34
I hate that your jutsus last multiple turns <_<Roy would fall for the genjutsu, there was no way he could predict it. However, the fear and whole process of it would not be something he'd go through. His Kiyoshi sensing abilities would indicate foreign chakra in his system almost instantly as the genjutsu is activated. Using the same sensing abilities, he's able to notice your sudden movement, and at quite some speed.
Swiftly, he'd release (from his sword, according to the rules, despite what my jutsu says) 10 hummingbirds. As the sword is pointed downward, the release of the humming birds would come from all sides, as the birds flock out before re-grouping in front of him. A single one of the birds would slice Roy's right leg (on the right side), just slightly, dealing a cut only half an inch or so deeper than what you'd do when performing a summoning jutsu, dealing enough pain to release him from the weaker genjutsu. The sharp flock of wind would then, whilst being almost instantly empowered by a secondary technique, head towards the scruffy looking man, matching his speed with no issue. Using the inherent abilities of the Sword, Roy then negates the weakness of his Wind jutsu. Due to the speed of the jutsu, you'd probably clash at just the edge of mid range, if not in Short range.
(Fūton: Shū no Yūwaku Burīzu ) - Wind Release: Shu's Tempting Breeze
(Futon: Pazuzu no puru)- Wind Release: Pull of PazuzuRank: S
Type: Attack/Defence/Supplementary
Range: Short - Mid
Chakra cost: 40
Damage points: 80 +20 +15
Description: A simple jutsu used to combat against faster paced opponents, Shu's tempting breeze relies on the user to have faster moving opponents, who - once set off from their initial spot - can't control their speed and movement without effort. The user, upon seeing the opponent set off or prepare to set off would manipulate his chakra at the end of his finger tips (including thumbs) and extend multiple small birds which resemble hummingbirds in both looks and size (generally between 5-9 inches). The birds are made out of translucent wind which can be manipulated to fly around the user, creating a barrier of slicing wind, using their speed and sharpness of their beaks/wings to create the barrier, making it impossible for things to bypass them as they continue to intertwine with each other. The user would be able to manipulate the wind made hummingbirds, allowing him to not only create the barrier but also manipulate the birds to fly outwards and perform coordinated attacks which are extremely hard to evade and having the power to slice the opponents skin or even just pierce through their body. Although a simple move to counter, when used against faster moving opponents, the natural 'colour' of wind and the girth of the hummingbirds allows them to be extremely hard to see for an opponent moving at fast speeds. Moreover, as a Wind jutsu, the user can also change the nature of the technique so that rather than its slicing abilities, the hummingbirds madeof wind combine to provide a large blowing force which can be used to push back enemies and summons of various sizes within reason. The hummingbirds are generally fast flying birds, this allows them to keep up with faster opponents without trouble. This speed limit however, only goes up to the third gate. This special ability does not mean they are generally able to fly at that speed but they instead are able to merely have the ability to adjust their speed to match their opponent, when faced against opponents faster than their average speed which is generally equivalent to double of the average ninja.
~ Can only be used 2 times
~ Can only be taught by Erzo
~ Lasts 3 turns unless destroyed
~ Once used, must wait 1 turn before re-using.
~ No other wind jutsu higher than A-rank in same turn or next turn
~ The hummingbirds can be used to attack but will always act as a whole, seemingly like a flock and never individually.
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: N/A (+10 to chakra cost of each technique)
Damage: (+20 to wind techniques)
Description: This technique utilizes the suction effect that may be achieved through wind techniques. The user will activate an ability which allows him to infuse additional wind chakra into their own wind techniques. As a result, any subsequent Wind techniques performed by the user while this is active will gain a special property; the wind technique would produce a suction-like effect, which allows it to draw earthen particles(such as small rocks/rubble/soil sediments) from the terrain towards it. This causes the earthen particles to become embedded into the body of the wind technique. The earth particles serve to augment the destructive power of the wind techniques by granting it with an additional abrasive edge, thus allowing it to seemingly shred the opponent to bits. Of course, this technique is entirely dependant on the terrain; if there are no earthen particles on the battlefield, then this technique will be rendered useless. Additionally, this may also work on water sources; wind techniques would be able to use water droplets in place of earthen particles to achieve a similar effect. The suction effect produced by this technique is extremely strong - it makes all movement(eg. performing hand seals, running) extremely difficult and sluggish(though possible) when one is within short-range of the technique. Of course, this effect also applies to the user, who will be subjected to the same effects as long as the technique is within short-range of him. This technique is activated instantly; this is because this technique, when used independently, is unable of causing harm.
Notes:
-Can only be used 4x per battle
-Lasts for 3 turns
-May be deactivated at any time
Spirit Void - 2/4
Weakness of Wind negated - 1/3
Roy was both disappointed and impressed at his opponents ability to match one of his strongest jutsus head on. Not long after, he'd sense the formation of chakra in the area behind him. Seeing his opponent so close in front of him and due to being slightly drained of chakra due to his previous jutsu (referring to the restrictions of my S-rank), he decided to not counter the technique head on, but instead escape whilst putting you in harms way.I hate that your jutsus last multiple turns <_<
Also, the restrictions for Pull of Pazuzu are ridiculous >_>
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Hawke spends the moment of reprieve granted by Roy freeing himself from the illusion wisely: the King stops in his tracks and performs two handseals, quickly exhaling a compressed blast of wind that shatters into hundreds of shards, each seeking a hummingbird of their own. The two attacks should collide and cancel each other out.
Then, seizing the moment, Garrett blurs forward and creates a blast of wind directly behind Roy that attempt to slam against him, pushing him violently into the incoming Inuzuka, who tries to deliver a powerful haymaker to the abdomen.
Note1: I considered the 5 point different negligible. Don't hesitate to contact me if you have a problem with this.
Note2: I receive a passive +15 from being in the Leaderboard.
(Fuuton: Hamingu Kinchou Moui) Wind Style: Humming Birds Fury
(Fuuton: Kaze Kakujuu) - Wind Style: Wind ExpansionType: Attack
Rank: S
Range: Short-Long
Chakra cost: 40
Damage: 80 (+5 +25)
Description: The user gathers wind chakra and releases a large compressed blast of wind from their mouth. The wind blast then shatters into hundreds of glass-like shards from which hundreds of humming birds are formed. The humming birds travel at great speeds and have bullet-like impacts. They attack the opponent from all directions.
~Can only be used 3 times per battle.
(Taibu Fuuton no Jutsu ) Greater Wind Style TechniqueType: Attack/Defence
Rank: A
Range: Short - long
Chakra Cost: 30
Damage Points: +25
Description: After releasing a wind jutsu the user will perform 2 handseals as they release there chakra into the wind jutsu. In doing so, the user will increase the power and size of the wind jutsu boosting any wind jutsu by 25 damage points. By the increase in chakra the wind gains more power as it increases the power of the wind blast aswell as the size by expanding the wind currents.
Note: Can only use used on wind the user or the users summon has created
Note: Can only be used once one each wind jutsu creates
Note: can only be used 3 times
Rank: A
Type: attack/defence
Range: Short - Long
Chakra Cost: 30
Damage Points: 60 (+5)
Description: The user is able to make clearly visible objects by using their chakra to dense and move the air at great speed. Jutsu can be used to create shapes like medium sized pillars of wind, tools, and shields of wind (Just like earth style technique with more chakra used in order to make objects bigger and stronger).
Here's a bit of a gay move, but meh.Roy was both disappointed and impressed at his opponents ability to match one of his strongest jutsus head on. Not long after, he'd sense the formation of chakra in the area behind him. Seeing his opponent so close in front of him and due to being slightly drained of chakra due to his previous jutsu (referring to the restrictions of my S-rank), he decided to not counter the technique head on, but instead escape whilst putting you in harms way.
Suddenly, with a slight twist of the Sword, Roy and his opponent spin 180 degrees clockwise, with Roy arcing rightwards before ending up at his opponents location, whilst his opponent would end up at Roy's old location. This spin is done extremely fast due to the jutsus natural speed, only further aided by the Sword.
Type: Defensive/Supplementary
Rank: B-Rank
Range: Short-Long
Chakra: 20
Damage: N/A
Description:
The user snaps the fingers of one hand while focusing his chakra into the air around a specific point. A spherical area that will span short range around its epicenter, will rotate 180º either clockwise or counter clockwise (in either a horizontal or vertical axis). If an enemy is caught in the area, his body will turn and he'll be left facing the direction opposite to the one he was initially facing and may even lose his balance and fall if he is on the ground. The rotation happens at roughly 120 rpm, meaning that the half rotation will take only more or less half a second. While incapable of damaging the opponent, it can, when used correctly, be very useful in throwing the enemy off his feet. Because the air is infused with the users chakra, it makes it so that the air will forcefully move the opponent, turning him around at a blazing speed. The speed of the technique is such that it can be used against speed enhanced running/moving enemies (as long as the user can perceive the movement of the enemy) or even to intercept projectiles. When used against projectiles, the large sphere will rotate at such speed, that the projectile will continue its course albeit in the opposite direction (normal elemental weaknesses and strengths apply).
Note: Can only be taught by Scorps
However, instead of simply doing this, Roy goes further and drops a single paper bomb tagged inches behind him, and outside of the area which is spun around, leaving it unaffected. The paper bomb tagged Kunai would explode as soon as the spin is done, and due to being on the ground would deal the most damage to your ankles if not defended from. As for your Wind technique, unless you have the ability to stop it from occurring, it'd also smash into the back of you.
From his new position, as you'd be dealing with/or getting damage by the exploding kunai, Roy would swing his sword creating and releasing a large surge of Wind forward, with the suction from pull of puzazu pulling you inwards as the jutsu gets closer, before smashing into you and pushing you back whilst dealing cuts to your body.
Rank: B
Type: Offensive
Range: Short - Mid
Chakra cost: 20
Damage points: 40 +15+20
Description: The user will create a large surge of wind that is capable of pushing a target back and dealing some small cuts to them. The wind technique is also strong enough to push back a large summoning creature.
As your initial blast of A-rank Wind heads towards your old location, and Roy's new one, a greenish hue of Wind appears to form around it, suddenly neutralising it with almost no movement, or effort from Roy as he appears otherwise occupied.Here's a bit of a gay move, but meh.
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As the wind takes him Hawke focuses a small amount of chakra into his feet and uses his considerable Taijututsu training and skill to simply snap out of the air-current and dash away to long-range with a single, jerky motion. Under normal circumstances he would be too slow to escape into long range, but having dropped his Leg Weights the Inuzuka is considerably faster than before.
(ZX Basutā: Hienkyaku) ZX Buster: Flying Swallow Feet
Kyōkiken | Madness FistRank: B
Type: Supplementary
Range: Short to Mid
Chakra Cost: 20
Damage: N/A
Description: A movement based technique, Flying Swallow Feet works by focusing chakra into the soles of the user’s feet, super-charging the chakra-metal present in their shoes. Since there is less of the chakra pathway focused in the user’s feet than other locations on the body, this helps the chakra metal amplify any chakra passed through it that’s used for the ZX Buster style. More specifically, Flying Swallow Feet allows bursts of chakra to be fired from the user’s feet that can be used to accelerate short distances (known as “dashing”). Dashing can be done either in the air or on the ground and helps as it allows the user to put more momentum behind their strikes. When dashing, a visible burst of chakra is seen from the user’s feet, and they tend to have an “afterimage”; this comes about simply a trick of the eye, and is nothing special. As the chakra metal will retain its “super-charge,” and once activated, this technique does not deactivate. The user, although moving in a fast pace/burst of speed is still trackable by normal eyesight.
Rank: B
Type: Offensive/Supplementary/Defensive
Range: N/A
Chakra cost: N/A
Damage points: N/A
Description: Kyōkiken is a Taijutsu style, based loosely on the principles of Drunken Fist. To enter the Kyōkiken-state, the user must either be insane, or have many experiences with insane beings to draw upon for guidance. Where Drunken Fist revolves around relaxed and fluid movements, the Kyōkiken is the exact opposite. While in the Kyōkiken-state, the user will constantly tense up and seemingly spasm uncontrollably, but like the Drunken Fist, every movement in the Kyōkiken has a purpose. The seemingly heaving and rattling breaths of the user will make it easier for him/her to find a rhythm and flow in their attack and defense. The constant tensions and incoherent rambling of the user will serve to distract the target. Seemingly harmless and slow movements will change their trajectory and speed up considerably. Generally, the user will seem slow and menacing to the target, but the slow and rigid movements can turn into deadly and decapitating strikes with a single, convulsive motion.
Roy, however, flicks his wrist ever so slightly as you're flying away back into long range, forming a long spear at the edge of mid range, aimed to proper itself forward, into the back of you (chest area) whilst you're attempting to escape. Due to the air pressure you're already feeling whilst travelling back at your speeds, it'd be extremely difficult for you to distinguish the small draft of air created by the technique. The sound itself is already barely audible, so you'd have trouble hearing that also, in your current situation. The spear would originally be made outside of 3 meters from you, but due to the fact that you're travelling towards it, and it towards you, you'd meet pretty quickly, and before you're able to get into the range you wanted.''This technique will only activate against techniques that it can neutralize (as an S-Rank Wind) and it will only activate once per turn and it cannot be stacked with other automatic defense jutsus.''
''Although the user can manipulate this jutsu through will, thus allowing himself to remain unoccupied and free to perform other techniques, when used to defend against other techniques it will still count as one of the three allocated moves per turn.''
I am indeed traveling towards it - thus facing it.As your initial blast of A-rank Wind heads towards your old location, and Roy's new one, a greenish hue of Wind appears to form around it, suddenly neutralising it with almost no movement, or effort from Roy as he appears otherwise occupied.
Roy, however, flicks his wrist ever so slightly as you're flying away back into long range, forming a long spear at the edge of mid range, aimed to proper itself forward, into the back of you (chest area) whilst you're attempting to escape. Due to the air pressure you're already feeling whilst travelling back at your speeds, it'd be extremely difficult for you to distinguish the small draft of air created by the technique. The sound itself is already barely audible, so you'd have trouble hearing that also, in your current situation. The spear would originally be made outside of 3 meters from you, but due to the fact that you're travelling towards it, and it towards you, you'd meet pretty quickly, and before you're able to get into the range you wanted.
Type: Offensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80 +15 +20
Description: After a short sequence of two handseals, the user releases their chakra out into the battlefield, manipulating the wind allowing them to create a two meter long spear of wind anywhere within mid range of the user and outside of a three meter radius distance of the opponent. The spear of wind propels itself forwards at high speeds using wind currents, which is a saving grace for the opponent as it creates small drafts of air that a particularly alert opponent should be able to feel and then react to allowing them a small period of time before the Spear hits them. The spear of wind also creates a faint yet barely audible swishing sound as it travels and is a bright radiant lime green colour due to being comprised of compressed air and dense chakra making it clearly visible.
Note:
- Can only be used 2x
- No Fuuton jutsu above S rank for the next two turns.
- Can only be taught by Scaze
4/4 - Spirit Void
3/3 - Pazuzu
With his opponent not only refusing to die, but also attempting to kill him at the same time, Roy would sense the chakra forming around him. What it'd create was unknown to him, but there'd be no way he'd wait to find out. Requiring nothing more than his legs, he'd burst forward, slightly diagonal. Left, right, left, right, he'd be away from the chakra, and whatever it'd end up forming, within a moment. Ending up mid range from you, once again.I am indeed traveling towards it - thus facing it.
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Hawke's eyes widen in shock as the spear is brought into existence so close to him and it is only his long-honed reflexes that save him from being skewed. By lurching leftwards, all but bringing himself to a crouch, the Inuzuka narrowly dodges the attack and continues to long range. Simultaneously the King takes control of the wind around his opponent, manipulating it into a furious spin and granting it cutting properties. Hawke does not create the dome around Roy; instead he designates its epicentre to a point about a meter behind him, meaning that the very wind 'touching' gim becomes deadly and all but instantly cuts the Kiyoshi to shreds.
Kyōkiken | Madness Fist
(Fuuton: Kire Gokusha) Wind Style: Slicing PrisonRank: B
Type: Offensive/Supplementary/Defensive
Range: N/A
Chakra cost: N/A
Damage points: N/A
Description: Kyōkiken is a Taijutsu style, based loosely on the principles of Drunken Fist. To enter the Kyōkiken-state, the user must either be insane, or have many experiences with insane beings to draw upon for guidance. Where Drunken Fist revolves around relaxed and fluid movements, the Kyōkiken is the exact opposite. While in the Kyōkiken-state, the user will constantly tense up and seemingly spasm uncontrollably, but like the Drunken Fist, every movement in the Kyōkiken has a purpose. The seemingly heaving and rattling breaths of the user will make it easier for him/her to find a rhythm and flow in their attack and defense. The constant tensions and incoherent rambling of the user will serve to distract the target. Seemingly harmless and slow movements will change their trajectory and speed up considerably. Generally, the user will seem slow and menacing to the target, but the slow and rigid movements can turn into deadly and decapitating strikes with a single, convulsive motion.
Type: Supplementary
Rank: S
Range: Short-Long
Chakra cost: 40
Damage: 80 (+5)
Description: A large amount of wind will begin to spin around their target then will quickly form around the opponent in the shape of a 360 degree dome. This dome consists of high pressure cutting winds that rotate at high speeds and cut anything it comes in contact with, the dome of wind can then be decreased in size, but it become more condensed with wind, and crush and rip the opponent to shreads inside it.
~Can only be used 2 times per battle.
The King reacts quickly as Roy throws the weird-looking scroll, forming three handseals in a jiffy before creating two great arms from the very ground, one in the scroll's trajectory, but still within reach of Roy and one right behind him. In a swift motion the first arm of earth catches the scroll and, working in conjunction with the second arm, the two clap their hands together, smashing the Kiyoshi flat as a pancake between them.With his opponent not only refusing to die, but also attempting to kill him at the same time, Roy would sense the chakra forming around him. What it'd create was unknown to him, but there'd be no way he'd wait to find out. Requiring nothing more than his legs, he'd burst forward, slightly diagonal. Left, right, left, right, he'd be away from the chakra, and whatever it'd end up forming, within a moment. Ending up mid range from you, once again.
Simultaneously, Roy will have grabbed and channeled chakra into a prepared scroll, throwing it forward, roughly 3/4 meters, ending up in between the two of you. The scroll would release a flash bomb which explodes, attempting to blind both of you. That explosion would unravel the scroll further, releasing another flash bomb, and continuously doing this for two turns. Roy would avoid this by simply closing his eyes from the start, letting his Kiyoshi abilities take care of him.
Type: Attack
Rank: C
Range: Short - Long (Zig-Zag)
Chakra: N/A
Damage: 30
Description: The user will thrust himself towards their desired target, continuously shifting their body from left to right (Or vise-versa) in a zig-zag manner by pushing themselves off of the ground. Upon nearing the target's close range, the user will get in a very low or natural stance, aiming to strike the target with a vertical kick or punch, sending them flying into the air. The user is also able to semi-circle around the target's side, delivering the strike from the flank.
Notes:
- The distance between each shift is dependent on the user's current speed.
- Must be taught by Mathias
Type: Supplementary
Rank: A Rank
Range: Short - Mid
Chakra: 30
Damage: n/a
Description: The user channels chakra into a prepared scroll and tosses it somewhere which unravels slightly summoning a large flash bomb that instantly sets off. As the flash bomb sets off it has an additional affect of releasing a very slight shockwave, this unravels the scroll a little more, summoning an additional large flash bomb, which also sets off and unravels the scroll a little more, revealing another seal thus summoning another large flash bomb, etc. The scroll continuously summons flash bombs at a constant pace for 2 turns. Each flash bomb sets off right as the previous ends making the battlefield up to mid range of the scroll filled with a bright light steadily blinking/going off for the duration. These flash bombs are larger and more powerful than conventional flashbombs, so they do make it impossible to see in the light like normal flash bombs, however keeping your eyes open for too long (1 turn) would lead to temporary vision loss (1 turn). This would also make it impossible for the user to see and also cause damage to him aswell if he kept his eyes open.
Note: Can only be taught by Strawberry
Note: Requires 2 turn cool down
Note: Light only reaches mid range from scroll
Note: Vision loss would only be for 1 turn
Note: Only Lasts 2 turns
Note: Can only be used 3 times per battle
Almost straight after, he'd point the tip of his sword at you, releasing several bullets of Wind, dispersed in the area short range around you. The small wind bullets are able to pierce through your flesh with ease, if you don't manage to avoid them.
Rank: A
Type: Offensive
Range: Short- Mid
Chakra cost: 30
Damage points: 60
Description: After performing the necessary hand seals Rat → Rabbit → Dog, the user takes a deep breath and exhales several small blasts of wind chakra.in such a manner that they are dispersed over an expansive range, enough to make it difficult to avoid them entirely without taking any damage. Due to the properties of this technique, the expelled blasts are capable of piercing into and potentially through an opponent's flesh when they collide, in a similar manner to how bullets function.
Roy's sensing abilities have never failed to be useful. The emergence of the arms is almost immediately stopped by layers of energy which the hands crash against as they come out, allowing the scroll to continue with its purpose of blinding everyone on field. Something it does almost instantly at this point. He did this as he ran in an arc to his right, always keeping at mid range from you, only changing his initial position. Roy thought with you being blinded changing location would be ideal.The King reacts quickly as Roy throws the weird-looking scroll, forming three handseals in a jiffy before creating two great arms from the very ground, one in the scroll's trajectory, but still within reach of Roy and one right behind him. In a swift motion the first arm of earth catches the scroll and, working in conjunction with the second arm, the two clap their hands together, smashing the Kiyoshi flat as a pancake between them.
The King follows up by creating a huge swamp beneath Roy, covering the area mid range around him and stopping right in front of Hawke. It is several dozen meters deep.
(Doton: Earth Arms)
(Suition: Oiru Numa) Water Style: Oil SwampRank: B
Type: Supplementary/Attack
Range: Short-long
Chakra cost: 40
Damage Points: N/A
Description: After making 3 hand signs the user sends his earth chakra into the ground around his opponent and raises arms from the ground that can grab his opponent and hold him/her in place.
-The user must make contact with the ground in order to use this jutsu meaning he/she cannot use this while being in the air.
-Must be taught by ~Yard~
-Must have a proper understanding of earth jutsu meaning you must be able to use B rank earth to learn this jutsu.
Note: If used in short-mid range you can add more chakra to the arms of earth and use them to crush the limbs of your opponent.
Type: Supplementary
Rank: A
Range: Short-Long
Chakra cost: 30
Damage: 60
Description: The user summons a swamp of highly explosive and flammable oil beneath the target. The size of the swamp depends on how much chakra the user puts into the jutsu.
~Can only be used 4 times per battle.