Iron fist
Aug 17, 2011 12:14:15 GMT -8
Post by Chae on Aug 17, 2011 12:14:15 GMT -8
Tejouken
Eraikatsu (Great Divide)[/u]
Rank: B
Type: Offensive / Taijutsu
Range: Self
Special: Sends the target approximately 10 meters into the air, depending on the weight of the opponent. Knock up distance increases by 5 each time retrained.
Description: Most of all, this technique utilizes the practitioner's immense flexibility. When forced into a situation in which kicks are unusable (i.e. the opponent is so close, extending the leg is impossible), this can come as a surprise. Instead of kicking out, the user literally kicks up, causing them to do a "vertical splits." This kick is usually aimed at the chin, and can send an opponent rocketing upwards into the air.
Domain: Tenjouken, Tenjou no Shuuren 'B'
Shuugeki! (Charge!)[/u]
Rank: C
Type: Offensive / Taijutsu
Range: Self
Special: 'C' ranked speed boost gained during charge.
Description: A very simple technique, the Tenjouken user simply charges at the enemy and rams them with their shoulder.
Domain: Tenjouken, Tenjou no Shuuren 'C'
Shougeki! (Crash!)[/u]
Rank: C
Type: Offensive / Taijutsu
Range: Self
Special: ---
Description: Immediately following 'Shuugeki!' the Tenjouken practitioner grabs onto their target. Usually, this is done near the shoulders on whatever their opponent is wearing, but anywhere will do; then, instead of mounting them (as this can be dangerous considering possible weaponry, ninjutsu, and genjutsu), they tuck their legs in just underneath them and over the body of their enemy. From there, they "jump" off of their target with all their strength, slamming them into the ground with its force and rocketing off of them.
Domain: Tenjouken, Tenjou no Shuuren 'C,' Shuugeki
Chouzan (Ruined Blossoms)[/u]
Rank: C - C - C - C - C [250]
Type: Offensive / Taijutsu
Range: Self
Special: Starts with two kicks. Each time retrained adds another kick, to a max of seven.
Description: A rapid set of kicks, performed in the same amount of time it takes to kick a single time. These kicks can vary from thrusting, to roundhouses, to front kicks, so long as they do not spin the user's body (i.e. spinning hook kick).
Domain: Tenjouken, Tenjou no Shuuren 'C'
Agehibari (Soaring Skylark)[/u]
Rank: B
Type: Defensive / Offensive / Taijutsu
Range: Self
Special: 'B' ranked speed boost gained during dodge. Each time used, the speed boost lowers down a single rank. A full turn without using this jutsu will reset the speed boost back to the default rank.
Description: A simple technique in which the user either leaps, steps, or rolls to the side. The focus with this technique is on the dodge itself, and therefore it has no offensive use on its own.
Domain: Tenjouken, Tenjou no Shuuren 'B'
Tenshi (Heaven's Gift)[/u]
Rank: D
Type: Offensive / Taijutsu
Range: Self
Special: ---
Description: Standard Tenjouken technique. A technique that stresses power. Whether a punch or a kick, the user aims to attack in such a way that they sacrifice speed for power--that is, a hook as opposed to a jab, or a spinning upper body kick as opposed to a swift lower body one.
Domain: Tenjouken, Tenjou no Shuuren 'D'
Tenjou no Shuuren (Discipline of Heaven and Earth)[/u]
Rank: D, C, B, A, S [150]
Type: Supplementary / Taijutsu
Range: Self
Special: All Tenjouken techniques of equal or lesser rank take one rank less energy to perform.
Description: The most basic technique of Tenjouken, this lays the foundation for the entirety of the style. It is a training of the body and a utilization of it to its utmost potential. Though not on the levels of the chakra-enhanced strength utilized by medic-nin, practitioners of Tenjouken have amazing physical power and speed with which to back it up. They focus on hitting hard and fast using efficient maneuvers. However, their training does not only cover offense; their bodies are extremely enduring and efficient.
Domain: Tenjouken[/blockquote]
Adding onto the 325 i already have this will put me at 1050
Swiftness is reserved for those within the Taijutsu realm, who have invested enough time and effort into a particular style in order to master it. In the end, any move or attack from within the mastered style performed results in the user's normal movement speed being increased - to be exact, if a user's maximum speed with a particular Style is 100%, each rank of this Mastery attained boosts that speed by 20%, maxing out at 200%!
[/ul][/ul]
Tenjouken Total: 725
Hachimontonkou
[/u]
[1] Kaimon (Gate of Opening)
Rank: C - C - C - C - C - C - C [350]
Type: Supplementary / Nintaijutsu / Kinjutsu
Range: Self
Special: See subjutsu. Lasts for one turn, plus one more each time retrained. Intense flow of chakra is able to disrupt regular Genjutsu 'C' ranked and lower. Once activated, the user moves at twice their normal speed, to the point a normal eye has trouble seeing the user (+200%). Upon deactivation, fatigue settles and lasts as long as Gate was active, yields strain, and restricts user to Taijutsu 'A' ranked and under for the remainder of the fatigue.
Description: The first stage of the Eight Gates, the Gate of Opening (開門, Kaimon) is located in the brain, and upon activation, releases the brain's restraints, allowing full power usage of the body's muscles. Unlocking this gate allows the user to use extremely strong techniques, such as the Iron Fist's Frontal Lotus.
Domain: Hachimon.
[2] Kyuumon (Gate of Rest)[/u]
Rank: C - C - C - C - C - C - C [350]
Type: Supplementary / Nintaijutsu / Kinjutsu
Range: Self
Special: See subjutsu. All effects of previous gates are passively carried over. Lasts for one turn, plus one more each time retrained. Intense flow of chakra is able to disrupt advanced Genjutsu 'C' ranked and lower. Once activated, the user moves at thrice their normal speed, to the point a normal eye can no longer keep up with the user (+300%). Upon deactivation, fatigue settles and lasts as long as Gate was active, yields moderate strain, and restricts user to Taijutsu 'A' ranked and under for the remainder of the fatigue.
Description: Located within the brain, the second stage of the Eight Gates, the Gate of Rest, raises stamina and assists in recovery after being weakened. By further boosting one's inner strength, they subsequently re energize their body.
Domain: Hachimon. Must be able to sustain 'Kaimon' for at least 7 turns.[/blockquote]
Gate total: 700
1495 - 700 - 725 = 70