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Burakku Ketsueki
Vice Captain

PostPosted: Sun Oct 02, 2011 5:42 pm


Taijutsu Styles  
PostPosted: Sun Oct 02, 2011 5:51 pm


Basic

Gouken Ryuu (Strong Fist Style)
Description: Gouken is a fighting style utilized by Rock Lee and Maito Gai. Because Lee has almost no Ninjutsu or Genjutsu skills, he has devoted his training to mastering Taijutsu. To that end he must deal significant damage to his opponent to be able to defeat them. The Gouken form focuses on injuring the body and breaking bones, dealing primary damage to the outer body. Attacks like Konoha Dai Senpuu, Konoha Gouriki Senpuu and Konoha Shoufuu fall into this category.

Juuken Ryuu (Gentle Fist Style)

Description: Juuken is fighting style utilized by Hyuuga clan members, it is the strongest style of Konoha. The Byakugan has a penetrating ability to see the tenketsu, the internal chakra coils system 361 pressure points. The clan member can use their fingers or palms to emit chakra to flow into their opponents body's at these precise points. When the hand draws close enough to strke, the clan member can stop or increase their opponents chakra flow. The internal chakra coils which spread throughout the body also wrap around the internal chakra producing organs. So if the internal coils are attacked, it also damages these internal organs. Because a ninja can not train their internal body, such damage can be a critical hit for even a highly skilled ninja.
Note: Usable by Hyuuga Clan members only.

Rakanken Ryuu (Achiever of Nirvana Fist Style)
Description: The Sound ninja Jiroubou has several Taijutsu attacks in his arsenal. These include HouShou (Demolishing Palm), a palm strike to the chest which is capable of knocking an opponent back approximately 30-40 feet. TokKen (Shoulder Thrust), a charging strike with his shoulder. ShouShitsu (Rising Knee) a hard uppercutting knee strike. ShouGekiShou (Rising Palm Attack), a hard thrusting palm attack that can send his opponent flying. AtsuShou (Pressure Palm), a powerful driving palm thrust. And finally GanGeki (Boulder Attack), another powerful fist strike.

Suiken Ryuu (Drunken Fist Style)
Description: Suiken is fighting style utilizing alcohol to loosen the body's muscles and the unstructured movements make the users attacks harder to predict. By being in this drunken state, the user can take more damage without feeling the pain, gain higher agility and provide a natural fuidity to their movements.

Genin


Hayabusa Otoshi (Peregrine Falcon Drop)
Description:
While at an elevated position, the user will grab their opponent from behind. Firmly locking them self to their back, they will lock their ankles to their neck to get their body rigid. He will then plant them head first into the ground. Essentially a belly to back pile driver, the move can provide a great concussion to his opponent's head.

Konoha Kage Buyou (Leaf Shadow Dance)
Description:
Konoha Kage Buyou is a Taijutsu technique that is used to position a ninja's opponent into a vulnerable aerial position. The ninja will first quickly appear below their opponent, then with a switch upper kick they will launch their target into the air. The ninja will then jump into the air to "shadow" the target with the target's back to their chest.

Konoha Reppuu (Leaf Violent Wind)
Description:
Using their quickness and agility, the user moves low to the ground and spinning kicks to sweep the opponent off their feet.

Konoha Senpuu (Leaf Whirlwind)
Description:
Using their quickness and agility, the user charges at their target and spins their body to do a flying round house kick on those opponents within range of attack.

Sennen Goroshi (One Thousand Years of Death)
Description:
Though it is called "Leaf's Ancient Supreme Technique", Sennen Goroshi serves more as an insulting shock technique rather than a skilled Taijutsu technique. The ninja forms their hands into the seal of the tiger, and then jabs their fingers into the nether regions of their target. The result is shocking violation of the targets sanctity and often their launching in the air to stop the awkward feeling.

Chuunin

Dynamic: Action (Dainamikku: Akushon)
Description:
The user will launch them self at their opponent and then use a barrage of strikes and kicks.

Dynamic: Entry (Dainamikku: Entorii)
Description:
The user will throw a kunai to distract their target and will then use their speed and agility to quickly approach and attack the opponent from their blind side.

Konoha Dai Senpuu (Leaf Great Whirlwind)
Description:
Like the normal Senpuu, the uses their quickness and agility to deliver a series powerful spinning kicks to their opponent.
Note: Must know Konoha Senpuu to perform.

Konoha Shoufuu (Leaf Rising Wind)
Description:
Using their quickness and agility, the user with do a swift upwards kick at their opponent or at a weapon the opponent is wielding.

Shishi Rendan (Lion Combo)
Description:
The user first performs Konoha Kage Buyou to maneuver their opponent in a vulnerable aerial position. While shadowing, the user will attempt to strike them from a vulnerable angle. If they are unable to make a clean strike, they will strike anyway as a feint, to draw the target's attention and defense to one area. He can then strike the undefended area and begin knocking them downwards towards the ground. As the enemy falls back to the earth, the user will deftly rotate their body around to deliver a full force kick to the opponent's chest.

Jounin

Bunshin Kaiten Kakatou Otoshi (Clone Spinning Heel Drop)
Description:
The user first uses Kage Bunshin to create several clones. These clones and the user launch themselves into the air and begin to somersault. They then come spinning down, laying their heels into the target's shoulders and head.
Note: Must know Kage Bushin no Jutsu to perform.

Bunshin Taiatari (Clone Ramming Suicide Attack)
Description:
The user first uses Kage Bunshin to create several clones. These clones launch themselves at the opponent. Another clone will launched the real user at the target. This fast speed allows the user to get in closer.
Note: Must know Kage Bushin no Jutsu to perform.

Gouwan (Strong Arm)
Description:
The user will first build up a high amount of chakra to their fist and then release it in an instant creating powerful strikes.

Konoha Dai Senkou (Leaf Great Light Rotation)
Description:
After charging their opponent, the user will unleash a powerful kick which will spin the opponent away.

Tsuuten Kyaku (Bruising Sky Leg)
Description:
Using monstrous strength, the user will raise their leg in a high arc and bring it thundering down causing massive damage to whatever it impacts. If one of the kicks or strikes were to connect, they would kill a normal ninja.

Kage/Sannin

Asakujaku (Morning Peacock)
Description:
The user first opens the sixth Celestial Gate Keimon, which gives him access to an enormous amount of chakra. Using this tremendous burst of power and speed, they will approach their opponent in a distinctive stance. When near enough, the user will kick their opponent and launch them into the air. They will then strike them multiple times, causing the distinctive peacock fan to develop. The opponent will then fall back to the earth, covered in the strike's aura.
 

Burakku Ketsueki
Vice Captain


Burakku Ketsueki
Vice Captain

PostPosted: Sun Oct 02, 2011 5:55 pm


Celestial Gates


Initial Gate
(Genin minimum)
Effect: 1/8 Speed and Taijutsu increase.
Description: Releases the brains limit on body muscles to achieve extra strength but does damage to tissue fibers.

Heal Gate (Chuunin minimum)
Effect: 1/8 Speed, Taijutsu, and Strength
Description: Releases the brains limit on body stamina thus a tired person will seem like he was miraculously starting off again.

Life Gate(Chuunin minimum)
Effect: 1/6 Speed, Taijutsu, and Strength
Description: Located near the throat on the spinal cord. Releases the limit of electrical functions on the nervous system, thus transmitting more information at a higher rate and sends signals to the cells to produce more stamina at a faster rate.

Pain Gate (Chuunin minimum)
Effect: 1/5 Speed, Taijutsu, and Strength
Description: Located in between the lungs. Releases the limit of oxygen intake and thus makes circulatory systems work at a faster rate and produces more energy for the body to use. Causes the user to pass out when jutsu is released.

Limit Gate (Chuunin minimum)
Effect: 1/4 Speed, Taijutsu, and Strength
Description: Located in the upper abdomen area. Releases the limit on how much chakra is stored and sent to body since this is the point where chakra is stored before consumption to other body parts or jutsu.

Great Gate (Chuunin minimum)
Effect: 1/3 Speed, Taijutsu, and Strength
Description: Located near the intestine area. This gate removes the limit in the intestines to consume food that gives energy to the body, with this gate released the fat tissues or other useless energy source from the body will be consumed to give even more power to the user.

Shock Gate (Jounin minimum)
Effect: 1/2 Speed, Taijutsu, and Strength
Special: User is incapacitated after the jutsu ends or they run out of chakra.
Description: Located near the bladder area. Removes the limit on how fast the body can move. Removing of this gate removes the limit on the cleaning system of the body. This cleans out the wastes from dead body cells to feces produced by fat/protein consumption and lets the body work in a cleaner system and seemingly produce more power and stamina.

Death Gate (Jounin minimum)
Effect: Doubles Speed, Taijutsu, and Strength
Description: By using all of the body´s energy the final Gate located at the heart is releases and forces the heart to pump blood so fast that the consumption of energy by the body exceeds the previous gates. This uses up all the energy in all the cells of ones body that gives power almost near to infinity. Almost like a big bang effect where energy of life is detonated all at once. Trade off, definite death of user.  
PostPosted: Sun Oct 02, 2011 6:04 pm


Leaf Style

Official Leaf Village Taijutsu

Description:
A style which has a wide option of jutsu, but the true style is depended by the person. Some will use the range, and some will use up close. Leaving this style to be really bring out the individuality of the user.

Training: Can only learn to Your rank unless taught by a Superior or sensei. Must learn techniques in the same amount of posts for ninjutsu by rank.

Academy Student


Sennen Goroshi [One Thousand Years of Pain]
Description: An end-all Taijutsu maneuver involving just the first two fingers of each hand extended together and then driven into the a** of the ninja's opponent. Surprising and painful, this technique not only inflicts damage, but also thoroughly humiliates the ninja's opponent. Anyone with fingers and no morals can use this technique. A variation of this jutsu is also used with a kunai and explosive tags.

Dainamikku-Entori [Dynamic Entry]
Description: This is simply a flying jump kick straight at the enemy. Usually used as an opening or surprise attack.

Youjitsuba [Spitting Toothpick]
Description: A Taijutsu technique where the ninja spits a toothpick out of their mouth. Attacking in this manner, while the enemy is normally focusing on your hands, provides a small element of surprise, but with much more effectiveness when used following a distraction.

Genin

Asshou [Pressure Palm]
Description: This is a taijutsu technique where the ninja drives their fist into their opponent while they are on the ground, crushing and grinding them into the earth. With impressive strength, this technique could be quite devastating.

Fuma Kage Shuriken no Jutsu [Wind Shuriken Shadow Windmill]
Description: This attack uses a Fuma Shuriken (a big, aerodynamically designed shuriken with curved blades). The user throws 2 shurikens at the opponent; however, one is hidden just beneath the first one, creating a perfect shadow. The opponent believes that only one shuriken is thrown, so after dodging it, the second shuriken appears from the blind spot, surprising the opponent, and possibly damaging him/her.

Haridoku [Poison Needles]
Description: A taijutsu technique involving several chutes strapped along the ninja's arm, loaded with poison-tipped needles attached to strings. The strings are tied to the loaders in the back of the chutes that house the needles, which the ninja draws back in attack. Upon release, the loaders shoot forward, snapping the strings and firing the needles at the ninja's enemy.

Harisuzu [Bell Needles]
Description: A taijutsu technique where the attacker attaches bells to needles to mislead the enemy into reacting to sound instead of movement. In this way, one or many needles with bells can be thrown, quickly followed by regular needles that would catch the opponent off guard when they react to the sound. Even if the bell needles miss, they cans till be used to mislead the enemy into reacting to sound by attaching strings to the bells, allowing the attacker to create the distraction of sound at any time during the fight, opening their opponent up for another attack.

Hayabusa Otoshi [Peregrine Falcon Drop]
Description: The attacker grabs a falling opponent by their ankles, wraps his legs around their waist, and drives them head first into the ground.

Houshou [Crushing Fist]
Description: A taijutsu technique where the ninja palm strikes their enemy, hurling them away. With impressive strength, this technique could be quite devastating. This move is capable of knocking an opponent approximately 30-40 feet back.

Kage Buyou [Leaf Shadow Dance]
Description: An attack which on its own does pretty much nothing yet can inflict great damage when in combination with other jutsus. This jutsu is an aerial set-up, meaning the enemy has to be in the air for it to fully function. Once in the air, the shinobi positions himself just below the opponent while in the air. Thus, the ninja becomes their opponent's shadow, leaving the opponent unable to escape from a follow-up attack.

Konoha Daisenpu [Leaf Great Whirlwind]
Description: A powerful leap forward, using the extra momentum to perform a powerful spinning kick with both legs in mid air, the second kick often being aimed lower in case the intended planned ducks. The technique is most effective at ranges of 2-3 meters, because if you miss or they dodge, you have at least made it past your opponent and have a chance to react before they can mount a significant counter-attack.

Konoha Reppuu [Leaf Violent Wind]
Description: This is a very simple, yet effective technique, which can be used for anybody who comes charging with a direct attack. Using his leg, the shinobi swipes the attacker's feet off the ground by moving his dominant leg across the opponent's feet, tripping him. This sends the opponent flying away from the defender in an awkward position, and probably smashing into another object such as a tree.

Konoha Senpuu [Leaf Spinning Wind]
Description: This taijutsu attack uses a combination of speed, strength, and the element of surprise. It is a perfect move to link up with other aerial attacks. For this taijutsu, the ninja first disappears using a really fast movement. The opponent, obviously, is totally confused. However, seconds later, the attacking shinobi appears just below their opponent, and by raising his dominant leg, kicks the enemy right on the chin. This would send the victim flying up into the air. The attacker can then proceed with an even more devastating follow-up attack. Leaf spinning wind is very hard to dodge, since the movement is so fast the opponent won't probably know about the attack until he gets kicked and is already high up in the air.

Renge Lotus
Description: Renge, a series of high-speed hand-to-hand combat moves. Because of its high speed and power it requires a lot of stamina and it strains the muscles. Should be used with caution.

Shou-Geki-Shou [Rising Impact Palm]
Description: A Taijutsu technique where the ninja lifts up their opponent with one arm, retracts, and then drives their palm upward into their opponent, hurling them into the air. With impressive strength, this technique could be quite devastating.

Shoushitsu [Knee Strike]
Description: A Taijutsu technique where the ninja braces against the ground and drives a powerful knee into their enemy, hurling them away. With impressive strength, this technique can be devastating.

Tokken [Tackle Charge]
Description: A Taijutsu technique where the ninja shoulder charges their enemy, driving them away or even into something stable. With impressive strength, this technique can be quite devastating.

Tsutenkyaku [Painful Sky Leg]
Description: This is basically just a kick down from the air, where the user (if gifted with an amazing amount of strength) uses their power to create an earthquake like effect and massive destruction to the surrounding area.

Chuunin

Bunshin Kaiten Kakatou Otoshi [Clone Spinning Heel Drop]
requirement's:[Shadow Clone Technique]
Description: Bunshin Kaiten Kakatou Otoshi is a taijutsu technique that can be truly devastating. The attacker first uses Kage Bunshin no Jutsu [Shadow Clone Technique] to create several clones. These clones and the user launch themselves into the air and begin to somersault. They then come spinning down, slamming their heels onto the target's shoulders and head.

Bunshin Taiatari [Clone Body Blow]
requireement's [Shadow Clone Technique]
Description: The user quickly creates a shadow clone above them, who dives at the target using a burst of chakra. Best used in combination with some kind of charging attack, this can sometimes be used to catch the opponent off-guard.

Haritsuba [Spitting Needles]
Description: A taijutsu technique where the ninja spits needles out of their mouth. Attacking in this manner, while the enemy is normally focusing on your hands, provides a small element of surprise, but with much more effectiveness when used following a distraction.

Hien [Flying Swallow]
Description: Using chakra to extend the blades of the user’s blades, the user charges almost directly at their opponent with movements so swift it almost seems like they are flying. This usually results with a near-fatal blow across the chest to the target.

Konoha Gouriki Senpuu [Leaf Herculean Whirlwind]
Description: A taijutsu technique where the user spins with all of their strength and delivers a powerful, spinning, heel kick, blasting their opponent back. This kick can also be used to disarm an opponent since this kick is powerful enough to easily knock a weapon out of the opponent's hand. It is a much stronger version of the Konoha Daisenpuu [Leaf Great Whirlwind].

Konoha Shofu [Leaf Rising Wind]
Description: Using quickness and agility, the user will do a swift upwards kick at his opponent or at a weapon his opponent is wielding thus knocking it out of their hand or grip.

Midare Senbu [Chaos Fan Dance]
Requirement's A fan
The user attacks the enemy with their fan, thus launching them into the air. They then throw their fan behind the enemy and disappear, reappearing behind the enemy. Finally, they grab the fan and strike the enemy headfirst into the ground.

Sakura Fubuki no Jutsu [Sakura Blizzard Technique]
Description: The user hurls several kunai at their opponent, each with a small sack of miniature explosive tags attached. The opponent, while deflecting the kunai, will cause the sacks to break and scatter the tags on themselves and the area around them. The user merely has to throw another kunai with an explosive tag to ignite them, thus catching their opponent in an immense explosion.

Shishi Rendan [Lion Combo]
Description: A Taijutsu technique following the Kage Konoha Buyou [Shadow Leaf Dance], putting both the ninja and their opponent in the air, giving the attacking ninja the advantage. Four separate blows are delivered: a roundhouse kick, followed by a powerful backhand blow, followed by a driving blow to propel them towards the ground faster, and finishing with a hard-hitting axe kick into the ground, reinforcing the blow. This technique puts a great deal of strain on the user's body, which is why it is concluded that it is not a technique one could come to rely on.

Yanagi no Mai [Dance of the Willow]
Description: To perform this technique, the user must have two blades in their hands. The user can then use these blades to stab, slice, or even impale their target in the movements similar to that of dancing. With quick movements and fast jabs, this is a formidable dance.

Jounin

Isshi Resshin [One-fingered Earthquake]
Description: A taijutsu technique that only the strongest ninjas can accomplish. With just one finger, the ninja can merely tap the ground and create an enormous split in the earth before them. Of course, with this strength, one finger could do more to the enemy directly, but this incorporates physical power and range into an attack.

Sanin

Omote Renge [Front Lotus]
Requirements: Konoha Senpuu [Leaf Spinning Wind] / Konoha Buyou [Shadow Leaf Dance] / The ability to open the first of the Hachimontonkou [Eight Celestial Gates]
Description: A forbidden Taijutsu technique (Kinjutsu) that is truly disastrous to both the user and their target. To perform this technique, the ninja must first be able to open the Initial Gate, the first of the Hachimontonkou [Eight Celestial Gates] that limit the amount of chakra a person's body can release in combat. Normally, the human body uses only twenty percent of the power of its muscles. Opening this gate allows the ninja to use thirty percent of that power, putting more strain on their muscles.
This technique utilizes the Taijutsu skill Kage Konoha Buyou [Shadow Leaf Dance], sending the opponent airborne and then paralleling them self with their shadow. At this point, bandages from the ninja's arms are wrapped around the opponent, constricting them and leaving them defenseless as the attacking ninja spins violently into the ground, crushing their opponent.

Asa Kujaku [Morning Peacock]
Requirements: The Ability To Open The Sixth Of The Eight Celestial Gates
Description: Asa Kujaku is a taijutsu technique which is without any doubt the strongest Taijutsu attack. The user first opens the sixth gate Keimon, or possibly the first six gates, which gives him access to an enormous amount of chakra. Using this tremendous burst of power and speed, he will approach his opponent in a distinctive stance. When near enough, he will kick his opponent and launch them into the air. He will then strike them multiple times, causing the distinctive peacock fan to develop. His opponent will then fall back to the earth, covered in the strike's aura.

Shin Ura Renge [True Reverse Lotus]
Requirements: Konoha Senpuu [Leaf Spinning Wind] / Kage Konoha Buyou [Shadow Leaf Dance] / The Ability To Open The Sixth Celestial Gate
Description: This advanced, more destructive version of the Renge requires the opening of the Sixth Gate, with a correspondingly higher cost to the user. Then Shin Ura Renge begins with the user kicking the opponent into the air, proceeding with the opening of the sixth gate. Once the sixth gate is open, the user launches him/herself into the stunned opponent constantly attacking them with speed so fast that the naked eye will only see light beams passing through the opponent.

Ura Renge [Extreme Lotus]
Requirements: Konoha Senpuu [Leaf Spinning Wind] / Konoha Buyou [Shadow Leaf Dance] / The Ability To Open The Life Gate (Third Of The Eight Celestial Gates)
Description: Another forbidden Taijutsu technique (Kinjutsu) that is truly disastrous to both the user and their target. To perform this technique, the ninja must first be able to open the Life Gate, the third of the Hachimontonkou (Eight Celestial Gates). Opening this gate allows the ninja to use fifty percent of their muscle power instead of the normal twenty; thus, putting even more extensive strain on their muscles. This dangerous technique normally causes the user to suffer permanent muscular damage after the attack is used.
Like the Omote Renge (Initial Lotus), this technique utilizes the Taijutsu skill Kage Konoha Buyou (Shadow Leaf Dance), sending the opponent airborne, but without paralleling their body. Instead, with the incredible increase in strength and speed, the ninja bats their floating opponent around with a series of incredibly quick and powerful blows, moving so quickly that they cannot be caught by mere human eyes. Once the initial damage is dealt, before the ninja's muscles give out, they wrap the bandages around their left arm around the waist of their opponent and deliver a single set-up blow. As they advance towards the ground, the ninja then jerks them back up with the bandage, and at the same time, drives their right fist and boot into them, driving them back down to the ground.
 

Burakku Ketsueki
Vice Captain


Burakku Ketsueki
Vice Captain

PostPosted: Sun Oct 02, 2011 6:05 pm


Suiken, Drunken Fist Style
Unpredictable, Unprecise, Damaging

User Image

Style Basis: Confusion, Hand to hand

Training Methods: Users of this style train in techniques of deception through apparent drunkenness. The user can only train while drunk. Therefore it takes 2 more posts to learn each stage. Each stage takes 10 posts to learn, but those 10 can include the learning of techniques, which take normal amount like ninjutsu.

Movement: Movement is unpredictable and becomes tough to track in the higher stages due to the users mastery of seemingly erratic movements.


Stage One: No Rank Requirement


At stage one the user is slightly unpredictable but not to the level that higher level nin can't see through it with ease. Most movements will still seem stiff and planned out. The user begins to learn the essentials of blocking and how to use any part of their body to do so. Most blocks will be poorly executed do to the fact that, at this level, the unpredictable movements of this style are not natural yet.

Regular Techniques:
Drunken Stumble - The Drunken Stumble is a great technique for dodging low or medium speed Taijutsu or projectile attacks. The user simply stumbles away from the attack, much like a drunken man would stumble while walking.
Rank D

Special Techniques:
Stumbling Counter - The Stumbling Counter is used in conjunction, or along with, the Drunken Stumble. The user launches a punch after stumbling out of the way of an attack. The punch comes at the target with an unpredictable amount of speed, changing almost every time it's used.
Rank D


Stage Two: Genin

At this level, the user has gained the basic ability to make unpredictable movements, making them a rather convincing drunkard even when not intoxicated. At this stage users will begin to incorporate more elements of deception into their attacks.

Regular Techniques:
Sleep - The user utilizes their new found powers of deception to trick their opponent into thinking that they have fallen asleep. This allows them to trick their opponent into attacking and gives them the advantage of surprise when they dodge or counter.
Rank C

Special Techniques:
Play Dead - This technique becomes more effective depending on what level the user is and how much damage they can take. The user takes advantage of a situation where they do not come out on top in a confrontation. When hit with a strong attack the user appears to be down for the count. When their opponent approaches to finish them off, the user springs "back to life" and launches a powerful counter attack. This technique is rather difficult to master because it requires the utmost in discipline to complete the deception.
Rank C

Stage Three: Genin

The user can now trick the opponent and has basic skills in confusing movements now there starting to learn the powerside of it. learning to use your unpredictability to make powerful hits.

Regular Techniques:
Rising Trip kick - The user Runs towards the opponent tripping up on the way towards him, but almost a foot away from them recovering and instantly kicking him high.
Rank C

Special Techniques:
Requirements - Must be Drunk
Rising Trip Fall - Sometimes when you attempt the recover if your Very drunk then you will not be able to Recover and will just collide with the opponent
Rank C

Stage Four: Chunin

Now stage Four is were things Change Going back to basics but improving them dramitaclly. At stage Four you will be training again but this Time you will be Drunk almost to the point were you cannont Stand witch is perfect. Making your Movements unpredictable as you yourself have no idea what your going to do making this Style become honed and more powerful. the ultimate art of deception.

Regular Techniques:
-

Special Techniques:
Speed of the Drunkard - Vanishing Around the area like a mad man showing of your impressive speed but also just how drunk you are by not being able to appear were you like, but suddenly striking without warning.
Rank B

Stage Five: Jounin

Training the tricks but this Time your sometimes so Drunk you may fallasleep and the body will be trianied to the point it will react accordingly alone making this more adaptable to different situations.


Regular Techniques: N/A

Special Techniques: N/A


Stage Six: Sanin

At this Stage the User has mastered The suiken Style allowing them to be unpredictable powerful dangerous and yet drunk. This is not reached easy high levels of Alchol are consumed and can be used when using this Style at this stage you can be drunk and use it or not be drunk but somethings are only aviable to you when you are dunk others when your not have fun.
This stage puts massive strain on the body though due to the fact that when drunk limations are loosened your stronger fasterand your body may not be able to handle it Also you have learnt to block with anything possible.



Regular Techniques:
Requirements - Drunk
Sickening attack - charging the opponent down then Attacking but stopping beofre the attack reaches them literally inches away then Puking everywhere. When your opponent helps or attacks its your Time by disappearing above them and kicking there head hard into the sick ( hard and unpredictable)
Rank S

Requirements - Sober
Confusing Stumbling Dance - This Technique is very odd as its done when sobre but makes the user absolutely sure your Out of your face drunk ( only be able to tell by smelling breath) now the user starts to dance around in any stye they like but not at all well and begins attacking whilst dancing but these are subtle attacks like maybe doing a ballroom dance and stepping on opponents feet (just example)
Rank A


Special Techniques:
Requirements - Drunk
Convincing Sobre headache - the User Pretends to be sobering up dramitacally asking the fight to stop due to massive headache if the opponent agrees then you surprise them with a devastating blow to the chest that could easily break ribs and armor could cause fatal injury and is so hard to see through this attack as the user is very good at acting by stage 6.
Rank S

Requirements - Sober
Sake bottle - The user begins Swigging from the sake bottle keeping it all in his mouth but not taking a noticeable amount, When Close enoutgh the user spits sake into there eyes causing burning sensations in there eyes then preforms 16 attacks to there Stomach lower body and upper body before finally smashing the sake bottle over there head. this Can be fatal
Rank S
 
PostPosted: Sun Oct 02, 2011 6:07 pm


Suna Taijutsu - Desert Fist Style

Stages to Mastering Desert Fist Style

This style is for utilizing the power of sand for something other than Ninjutsu. One of the rare Taijutsu of the Sand Village, this uses sand to increase the hits of the user, and at one point, allows the user the ability to create a double-hit combo with every strike. Normal users of this style have weights filled with sand, and the sand is attached to their chakra signature, following them everywhere when not in the weights. Many practitioners of this style are said to be as fearsome as the Shukaku himself with their sand-powered movements.

Style Basis: Elemental Taijutsu

Training Methods:
To train for the Sabaku-kenfu, the user must first wear the sand, whether in the weights or with Suna no Yoroi. Once getting used to the weight, the user must then learn the basics of the style in the weights. Once the level of knowledge is gained, the sand is able to be used, which is trained to attempt control of the sand. Only then is the level really learned. To learn techniques you must do them in the normal amount of posts by rank.

Rules:
-Sand shinobi only.
-The discipline is provided as the sand can be either carried two ways: onto their body like the Suna no Yoroi (in that case the technique is needed) or in special weights on the legs and/or arms (requires Sagan Omori). Those using Suna no Yoroi must carry a large gourd to have access to levels 3 and above.

Notes:
-The sand is incapable of any action without initiation of the Taijutsu.
-This sand cannot be used for anything other than this Taijutsu style.
-The sand cannot be used as a projectile of any kind. (In other words, there is no Gaara in this style)

Stage One: No Rank Requirement

Amount of Sand: 1.5 Gallons
Weight: 30 pounds each set (60 with both arm and leg weights)

The sand is unable to move much on its own, seeing that the user's "control" of it is not very skilled. The sand instead covers the limbs for extra power. The sand cannot leave the user's body.

The user must be like sand to be able to control it properly, so the user must learn to be as flexible as the sand, for without the flexibility, they cannot control the actual flexibility of the sand itself, and is also the reasoning behind their poor ability with sand. For the moment, the user can only bend their back to the point in which they are nearly level with their waist.

Stage Two: Genin

Amount of Sand: 3 Gallons
Weight: 60 pounds each set (120 with both arm and leg weights)

The user's control over the sand increases only a small bit, but enough for a piece of the style's original purpose is made. The sand is able to separate from the user's body, but only for about an inch, which isn't enough for the desired effect. The user's attack would be executed in a fashion that would give extra damage, and more of a stinging sensation with the hit as the sand's physical properties apply to attacks at this point.

The practitioner gains a little something at this stage. With more control over the sand, the flexibility is something that the user now quickly catches onto. The level that they have reached is rather superb, especially for a Genin-level practitionists. With this, they have been able to move their back all the way until their head reaches the ground and pull themselves back up. This comes in handy when using the Taijutsu as a practitioner can easily perform maneuvers that would help them dodge.

Stage Three: Genin

Amount of Sand: 4 Gallons
Weight: 80 pounds (160 pounds total for both arms and legs)

The "control" over the sand is what is focused in this stage, the reason why the amount of sand carried in the weight didn't increase at the same rate as before. The sand ability has been developed well here, as the user of this style can now separate the sand from their body for up to 3 inches, enough for the first AND second hits to occur beautifully in cooperation. The sand's stinging sensation becomes multiplied once the user gets their hit off.

The practitioners of this style now can perform on the streets like it was nearly nothing. Their flexibility training is to dance, to tell the truth. The user can easily perform a stationary backhand spring, and can spin their body on their heel while changing the body's position, such as leaning back. This is preparation for the next level.

Stage Four: Chunin

Amount of Sand: 5 Gallons
Weight: 100 pounds (200 pounds total for both arms and legs)

The "control" of the sand has increased further, but not too much. There is another focus in this stage of the style. However, the sand can now move during it's attack, and change form. Unable to take something sharp, though, the sand spread and be used as a shield from most attacks, but only when the user makes a defensive action. In a nutshell, defense is now a factor to practitioners. Also, the sand is now charged with more chakra when in the weights.

The dance training continues, and now, the user has enough balance and flexibility to perform dances like as the windmil and such, basically become a break dancer. The user can move their waist to twist and turn for defense and offensive situations

Stage Five: Chunin

Amount of Sand: 7 Gallons
Weight: 140 pounds (280 pounds total for both arms and legs)

The sand moves with the user better then before as it follows the user's every movement to the point where if the user were to turn his body a certain way, the sand would turn with the user instinctively. Whether it hit the opponent doesn't matter, it just does it. But there's a part about this that makes things interesting. Since the sand had finally reached a stage in which the shape can be changed, the sand can now be controlled so that it spins when landing punches, thus creating more pain with each attack.

The flexibility is now used in conjunction with the defense. Now being able to turn their body nearly in any direction while grounded, the user turns the body so that the sand moves with them and with the counterattack, put more power into the hit.

Stage Six: Jonin

Amount of Sand: 8.5 Gallons
Weight: 160 (320 pounds total for both arms and legs)

The sand is now at the stage where the power has increased to Strength equal to 1/2 the user's strength. Also, with the amount of sand available to the user, this is when it has some use. The sand creates two layers: One ahead the punch, one covering the fist of the user. This creates quite a strange level for those who wish to become serious with their opponent. It is nearly impossible for the user to not cause damage with this level of growth.

The air is the practitioner's best friend. The user can now create manuevers in the air as if the air was their friend. Some perform dance moves in the air as if they could fly. Many of the practitioners gain money from dancing on the streets with the sand, creating dynamic moves and motions.

Stage Seven: Sanin

Amount of Sand: 10 Gallons
Weight: 200 pounds (400 pounds total for both arms and legs)
Requirements: Kage/Densetsu

At this near-forbidden level, the sand has become something immensely wrong. The sand not only increases the space from the fist from 3 inches to 6 inches, but in the middle of that gap another layer of sand is created, so there's two layers of sand 3 inches apart. On top of that, one layer spins one way, and the other spins the other way, with the fist to do damage on top of that.
 

Burakku Ketsueki
Vice Captain


Burakku Ketsueki
Vice Captain

PostPosted: Sun Oct 02, 2011 6:09 pm


Suna Taijutsu - Pai Qua Quan
Stages to Mastering Pai Qua Quan

Pi Qua Quan, among all styles of taijutsu, involves the most movements. Mainly, it emphasizes mid to long range attacks, in which the opponent is confused by the attacker’s constant motion.

Pi Qua Quan is named from the movement of the hands during an offensive. The downward movement of the hand is referred to as pi, while the upward movement is referred to as qua. As the name suggests, Pi Qua Quan is the circular motion of the hand, much like a windmill. A fist is seldom used. Instead, much of the offensive comes from hands relaxed with fingers extended, being used in a manner resembling a whip. The moves are full of beauty, yet the offenses are sharp and heavy.

In Pi Qua Quan the moves are smooth and flexible. It demands the greatest degree of flexibility in any known style of Taijutsu, for the user must learn to move gracefully and without the stiffness of many forms of taijutsu possess.

However, while the style is quite fast and fluid, it does lack the raw power of some other taijutsu styles, as such every hit has to count. As a result over the years, countering has become a fundamental aspect of the style, and it has indeed become so recognized as a part of the style that many have expressed a great fear of attacking a user of Pi Qua Quan for fear of their devastating counters.

As a result of this focus on countering, the style has evolved over time to incorporate chakra control to improve the users reflexes, better equipping them to counter attacks, making it easily the most formidable and most prominent taijutsu style in the wind country.

Training:
To lean each technique it must be done in the normal amounts of posts in accordance of ninjutsus.

Stage One: No Rank Requirement

Power:
At this stage the user can strike slighter stronger than an untrained shinobi, a solid hit causes minor pain and possibly bruising but not much more than that.
Movements:
Movements are awkward at this stage, lacking the fluid motion that masters of Pi Qua Quan possess. The user is still unsure of their stance and move with a bit of difficulty, making each strike rough and slow. Arm movements are difficult to control as the user hasn't learned to keep their arms properly relaxed, and have a tendency to form their hands into fists, which slow down their movements.
Flexibility:
Having just begun training their arms and legs to be flexible, they are slightly more flexible than the average taijutsu user, though not by a lot.
Reflexes:
No real advantage for the users reflexes at this stage.

Basic Techniques

Name: Seiryu-Kasho
Description: A simple move done will facing away from the opponent. When the opponent is close. The user begins the move by starting to spin on one foot while at the same time swinging their arms downward in front of them, using the momentum from the spin to bring their arms up such that their hands strike the opponent typically below the chin making for a strong blow that is difficult to defend against.

Name: Bokuho
Description: A basic stance that takes advantage of the user’s flexibility; the user crouches down with one leg bent, the other extended slightly. The arms are held out wide and outstretched high above their head, but loose and relaxed at the same time. This allows for the user to be able to target any part of the opponent’s body, whether it be their head or their feet.

Stage Two: Genin

Power:
A solid strike at this stage can cause a painful bruise, though more significant damage would necessitate multiple focused strikes.
Movements:
Movements are a bit more sophisticated, the user now able to perform the up and down movements of Pi Qua Quan with greater accuracy and speed. The motions are still stiff however when compared to a master of this style.
Flexibility:
At this stage the user is showing greater levels of flexibility, now able to bend backwards to a greater extent than normal, useful for dodging some attacks.
Reflexes:
The user is just starting to make use of their chakra control to better improve their reflexes, however at this stage any improvement is so slight as to be unnoticeable.

Basic Techniques

Name: Fukanro
Description: Catching the opponents kick, the user holds it high while bending down low to quickly grab the opponents other foot, and in one swift movement they wrench the opponents other foot up high while pushing the other down low, the movement typically taking the opponent clear off the ground, causing them to spin in mid air before collapsing on the ground. Though this counter is not particularly damaging, it can provide an opening for additional attacks, making it quite useful in the right hands.

Name: Teishitsu-Jouhai-Sho
Description: A move performed while the user is facing the enemy. Bending down slightly, the user executes a perfect 360 degree spin, striking upwards as they do so resulting in a powerful uppercut that at higher levels can easily lift an opponent off the ground.

Stage Three: Genin

Power:
At this stage the users hands, held fairly loose can be used to break wooden panels without significant difficulty, making them rather more formidable at this stage.
Movements:
Movements are less rigid than in the previous stage, as the user is beginning to learn how to make each move flow more into the other. Additionally they are more adept at keeping their arms relaxed, allowing them to whip them around with greater accuracy and speed.
Flexibility:
Having practiced more advanced forms of stretching, the user is flexible enough to allow their body to twist and bend into the moves more easily; the user has no problem holding a crouch or other such positions for hours at a time without their legs cramping.
Reflexes:
Only now does the users reflex training start to pay off. Though the difference is only slight, it is enough to allow them to move to lessen the impact of blows that would have otherwise been quite harmful, or dodge blows that would have only just previously found purchase.

Basic Techniques

Name: Kasui-Sho
Description: When an opponent attempts to kick the user while in their Bokuho stance, the user slides extended leg forward while crossing their arms over their head to defend against the kick. With the opponents leg pressed against their arms, the users then swiftly pushes themselves upward forcing the opponents leg high upwards and sweeps their other foot through the opponents other leg, causing them to fall onto their back or neck. This is typically followed with a sharp kick to a vital area and can be devastating against ill prepared opponents.

Stage Four: Chunin

Power:
With the users continued focus, their attacks can now fracture bones, with repeated strikes typically breaking them. As such, combined with their speed at this stage they are becoming very dangerous to face.
Movements:
The whip-like form of the arm becomes more pronounced, though the user doesn't have quite enough skill to move around nearly as fast or fluidly as higher stages. Offenses are still a bit slow and unwieldy, but are far less jerky than in the previous stage.
Flexibility:
At this stage the user's flexibility and agility allows them to duck in and out of a slower opponent's blows, bending their bodies to dodge attacks. While this is extremely handy against taijutsu users that specialize in slow, powerful moves faster opponents still prove to be a problem.
Reflexes:
The user is showing real improvement in their reflexes, such that they are now not only better able to dodge attacks, but they are now more often able to catch and block direct attacks, a particularly important part of the style.

Basic Techniques

Name: Tenshin-Bansa
Description: A deceptively simple counter in which the user catches the opponents punch with both hands, then pulling the opponent forward and turning such that they are behind the opponent, the user then leans forward, forcing the opponent to the ground, while still holding onto their arm, typically resulting in the arm breaking or being dislocated at least.

Name: Koran
Description: Another quite simple but powerful move. Quickly catching an opponents kick, the user immediately lashes out with a kick of their own to the opponents groin, and stepping forward as they do that, they finish it off with a kick to the opponents other foot, typically leaving them face down on the ground struggling to stand.

Stage Five: Chunin

Power:
At this stage a single solid strike from the user can break bones.
Movements:
The elegant fluidity of the style is beginning to become apparent at this point. Stiffness is still an issue, but only a minor one as the user becomes more conscious of relaxing their arms and hands properly. Attacks are performed much quicker and flow together better, though they still suffer from a bit of hesitation and awkwardness.
Flexibility:
Now having quite an exceptional degree of balance as well as flexibility, the user is now adept at keeping their positions whilst trying to move the opponent off of theirs. The user's ability to weave through an opponent's attacks is improved at this point.
Reflexes:
The users reflexes are now at a stage where striking them seems an exercise in futility. Only very carefully planned combinations of attacks, or attacks by multiple people will have much chance of striking.

Basic Techniques

Name: Uryu-Banda
Description: One of Pi Qua Quan’s signature moves, it is essentially a very fast spin in which both the users body and their arms spin rapidly, though their arms are focused in one direction making them appear much like the sails on a windmill. The speed and fluidity of this move is easily the most impressive part, and due to the swiftness with which the move can be started it is a very dangerous move to anyone foolish enough to get too close. Lastly the move provides an ideal opportunity to move into the Bokuho stance, allowing the user to press the offensive further afterwards.

Stage Six: Jonin

Power:
At this stage a solid strike can dent, sometimes crack a tree, naturally making their attacks against an unarmored opponent very punishing.
Movements:
The user’s movements take on a more graceful appearance with each move, as the technique now becomes almost second nature. The arms are for the most part properly relaxed, though the user still has a tendency to move a bit more rigidly than a master of this style. Lower level shinobi may find their movements difficult to anticipate and counter due to their speed and focused nature.
Flexibility:
Now able to bend their bodies in ways most normal people can't even imagine, shinobi of this level are almost more of a gymnast than a taijutsu user. Not only can they weave through slow opponents attacks relatively easy, but they can often find ways to sweep the opponent off their feet while keeping their own easily.
Reflexes:
No significant improvement is seen at this stage in terms of the users reflexes.

Stage Seven: Sanin

Requirements: Kage/Densetsu

Power:
One solid strike from the user at this stage can break a solid tree in half.
Movements:
The fluid style of Pi Qua Quan is now at its peak; all moves are performed quickly and easily without hesitation, making the user’s hand and leg movements appear as a blur to the enemy. Each move of the hand or leg melds completely in with the next, making it quite a spectacle to watch.
Flexibility:
By this stage there is virtually no position the user cannot perform, their flexibility having advanced to almost superhuman levels. Their balance is exceptional; knocking them off their feet is extremely difficult as they can stay standing still with no problems even while the earth shakes violently under their feet. Against a slow opponent, the user can pretty much bend and twist their body around their attacks and strike the heart of the enemy with ease.
Reflexes:
At this stage the users reflexes are quite incredible. The user will register and begin to react to attacks the moment they begin, which combined with their flexibility and speed makes them nearly impossible to strike.
 
PostPosted: Sun Oct 02, 2011 6:10 pm


Shuurai Tekken Do
[Way of the Lightning Strike Fist]

Official Cloud Village Taijutsu

Believed in the Country of Lightning to be one of the oldest taijutsu styles still in practice, Shuurai Tekken Do was originally developed by the monks that helped to create the first incarnation of the Hidden Village of Cloud long before there were even inklings of such a drastic change. Honed over hundreds of years, this style has been given an essential definition that is rooted in the seeming paradox of the practice of the style itself: "What you cannot see can indeed hurt you."

The paradoxical nature of the practice of this style is the fact that despite being called the 'Way of the Lightning Strike Fist,' practitioners of Shuurai Tekken Do are known for their meticulously, almost languidly slow pace during practice. A simple movement bringing a fist across the chest from left to right may take up to a full minute or more in practice, but therein lies the difficulty itself. During all movements, muscles are constantly tensed and released without exerting much outward motion, thus making the slowness of the style the way in which it tones the body. Many practitioners choose to hold large buckets filled to the very brim with water while practicing, hoping to attain a sort of rigid fluidity, a statement that highlights the paradox present in the style's practice.

In combat, however, the practitioner demonstrates exactly what this type of practice does for his or her close combat ability. As the practitioner progresses, the laboriously slow practice tones the muscles in such a way that muscle reaction times are increased exponentially with every level of the style achieved. Thus, in a combat situation, the practitioner spends the fight attacking with extremely quick single hits and flurries and then backing off, rapidly responding to any counter-attacks made, and then repeating the process ad lib. When mastery of this style is attained, some users have been known to appear to stand still while their opponent is mysteriously ravaged and bloodied when coming near to them. Despite the general lack in strength exhibited even by masters of this style, it is still a wholly destructive art.

First stage
No Rank Requirement

Arashi noma eno shizu kesa [The Calm Before the Storm]


In the first stage of learning Shuurai Tekken Do, the practitioner focuses in training on slow, fluid motion while flexing and releasing different areas of muscle. No aids are yet used to provide extra resistance to the training, only strict guidance from a good teacher with a judgmental hand. In battle, the practitioner focuses on blocking with sweeping motions and striking with fast single strikes, taking advantage of the forms learned in practice.

Second Stage
Genin

An'unteimei [The Gathering Storm Clouds]


After a suitable duration of undertaking the first style to build on the basics, the teacher will add a tool to the practitioner's repertoire - small cups filled to the brim with a liquid. The goal of this addition is to work on the fluidity of the movements while still maintaining rigid muscle control. In battle, the practitioner's speed is noticeably faster than the average ninja, and while the sweeping blocks are now accompanied by extremely fast forearm and shin blocks, the single fast strike policy still stands for attacking.

Stage 3
Chunin

Yorunotobari [Third Stage: The Veil of Darkness]


The third stage of learning Shuurai Tekken Do is a grueling one, as whole days are sometimes spent a single position, the two cups of the previous stage being accompanied now by cups positioned on the head, shoulders, tops of the hands and feet, and on the knees. The user spends long durations in a sitting position with arms level at the shoulders, but without a chair to sit on. Sometimes, if the teacher is feeling particularly cruel, the student may be asked to try walking in a small circle while the cups are all still in place. In battle, the practitioner begins to use striking flurries in addition to the quick single strikes, as well as learning to add counters behind the now extremely fast blocks.

Stage 4
Jounin

Haizename [The Torrential Rain]


Once the practitioner has attained what the instructor deems to be proper levels of fluidity and solidity, the cups in hand are traded in for medium-sized buckets of water with rough rope handles, which are still filled to the brim with a liquid. The rest of the cups of the previous stage are removed. This adds the extra aspect of maintaining fluidity while improving on muscle control due to the resistance of the added fluid weight. In battle, the practitioner approaches speeds that will baffle the human eye and batter the human body, but due to intense training the user will be able to control every strike, counter, and dodge to a keen precision. Strong single strikes and the occasional flurry are still the mainstay of the practitioner's offense, though there is now a considerable increase in the power behind them.

Stage 5
Sanin

Saishuudankai: Tekken Tenrai no Raijin [Final Stage: The Divine Fist of Raijin]


In the final stage of Shuurai Tekken Do, the teacher acknowledges the student's abilities by leaving the last training up to him, as the learning is now essentially complete. A complete emphasis on speed should be the focus of the training in the Final Stage; some training methods used in the past include weighted training underwater, deep squats carrying livestock on the shoulders while standing under a waterfall, and other such extremes. In combat, the practitioner is now the stuff of the legends surrounding this style, seeming to be able to attack without physically moving the body from a standstill. Striking and countering become so fluid and fast that some say the blocks are almost up before the opponent's strike begins and the counter is made before the strike is retracting.
 

Burakku Ketsueki
Vice Captain


Burakku Ketsueki
Vice Captain

PostPosted: Sun Oct 02, 2011 6:11 pm


Rokushiki - Six Powers
Limitless, Deadly, Addicting

Style Description:
The Rokushiki Style is a style that was hidden from the world by the Noah Clan who were the only ones who could use its power. This style is considered one of the most unique Taijutsu Styles to be used in battle with limitless attacks and power hidden behind it there is only a certain few who can learn and even master its power. The power can even become addicting to the person who use always wanting to use its power giving them the urge to fight strong opponents.

Style Basis:
Hand To Hand:
Chakra Control

Training Methods:

This style was powerful but ever since the Noah Clan was reduced down to a few members the style became forbidden to be used among them because of the lust for battle which caused them to fight amongst themselves. Now that the scroll was stolen from them they fear that everyone will fall to the same fate as their Clan once did.

Movement:
The movement of this Style is quick and deadly but it can also differ from the user and how they choose to use each technique from the style.

Usage Requirements: NO ONE who is not a Taijutsu user may learn any of the special techniques for this style.

Stage 1: Rankyaku

Rankyaku is a projectile technique in which the user kicks out at very high speeds and strength, sending out a sharp "Air Blade" that can slice objects and greatly damage a human body. It is made from the users own Chakra that is condensed and sharpened.

-Requirements-

For Regular Techniques Have no rank requirement.
For Special Techniques you must be Genin.


_____Regular Techniques

Rankyaku - Sen (Storm Leg - Line) - The user kicks his legs at a high speed while Chakra is already stored within it causing the Chakra to be released in a Blade fashion which leaves a great deal of damage to the foe.
Rank - C

Rankyaku - Shuriken (Storm Leg - Hand Hidden Blade) - The user kicks his legs at a high speed while Chakra is already stored within it causing the Chakra to be released in a Blade fashion which continues to rotate until the blades form into the shape of a Shuriken that deals great damage to the foe.
Rank - C

Rankyaku Hakurai (Storm Leg - White Thunder) - The user kicks his legs at a high speed while Chakra is already stored within it causing the Chakra to be released in a Blade fashion that is done with both legs which creates and "X" shape.
Rank - C

_____Special Techniques

Rankyaku - Gaichou (Storm Leg - Victorious Bird) - The user kicks his legs at a high speed while Chakra is already stored within it causing the Chakra to be released in a Bird shape fashion which leaves a great deal of damage to the foe.
Rank - B

Rankyaku - Ran (Storm Leg - War) - In this attack the user spins around quickly in a circle on one hand while performing Rankyaku to create a circle shaped Rankyaku which radiates outward. The attack was powerful enough to cut through steel in all directions, it can also be used to send an enormous mass of Rankyaku.
Rank - B

Rankyaku - Amane Dachi (Storm Leg - Circumference Sectioning) - The user jumps forward while spinning in the air, forming a ball shape with his blades. This is basically a feinting maneuver, so even if the target manages to read the pattern of this attack and move out of the users trajectory, they will still be cut by the Chakra that is emitting from the blades that are sharpened to where they feel like the tip of a Blade.
Rank - A


Stage 2: Shigan


Shigan is a technique in which the user pushes their finger into a certain target at very high speed, leaving a wound similar to a bullet wound, making guns unnecessary.

-Requirements-

For Regular Techniques you must be Genin.
For Special Techniques you must be Chunnin.


_____Regular Techniques

Shigan (Finger Gun) - A technique in which the user pushes their finger into a certain target at very high speed with the help of coating their finger in their own Chakra, leaving a wound similar to a bullet wound, making guns unnecessary.
Rank - C

Shigan Ouren (Finger Gun - Yellow Lotus) - A technique in which the user pushes their finger into a certain target at very high speed with the help of coating their finger in their own Chakra, expect the user does it multiple times resembling a Gatling Gun, leaving numerous wounds that are similar to bullet wounds.
Rank - C

_____Special Technique

Tobu Shigan - Bachi (Flying Finger Gun - Plectrum) - A technique in which the user pushes their finger into a certain target at very high speed with the help of coating their finger in their own Chakra, expect the user launches the stored Chakra from his hand like a Bullet which deals great damage also.
Rank - B


Stage 3: Tekkai

Tekkai is a technique in which the user hardens his or her muscles to be as hard as iron in order to nullify damage taken from attacks.

-Requirements-

For Regular Techniques you must be Chunin.
For Special Techniques you must be Jonin.


_____Regular Techniques

Tekkai - Gou (Iron Mass - Strength) - The user hardens his or her muscles to be as hard as iron in order to nullify damage taken from attacks, the user visually tenses his body even further while standing still so they are able to defend themselves against stronger attacks.
Rank - B

Tekkai - Rin (Iron Mass - Wheel) - The user uses Tekkai and kicks one leg into the ground and starts rotating their legs at a fast speed, causing their legs to simultaneously slam into the ground on a set path toward their opponent. It also seems to incorporate Rankyaku, as the legs leave blue traces in the air like a normal Rankyaku Chakra wave.
Rank - B

Tekkai - Sai (Iron Mass - Smash) - After the user launches himself into the air with Geppou, the user kicks back towards the ground, and harden their fist with Tekkai, which the user drives into the ground for massive area damage.

_____Special Technique

Tekkai - Utsugi (Iron Mass - Empty Tree) - The user hardens his or her muscles to be as hard as iron in order to nullify damage taken from attacks, used entirely as a counter where the purpose isn't to absorb damage from the attack, but to transfer the shock of the attack back to the attacker, which can lead to broken bones if used multiple times.
Rank - B


Stage 4: Soru


This is a technique in which the user moves at very high speeds bu coating his own feet in Chakra to boost the output of their maneuvers in order to avoid attacks, as well as to attack at higher speeds.

-Requirements-

For Regular Techniques you must be Jonin.
For Special Techniques you must be Sanin.


_____Regular Techniques

Soru (Shave) - The user moves at very high speeds by coating his own feet in Chakra to boost the output of their maneuvers in order to avoid attacks, as well as to attack at higher speeds.
Rank - B

Geppou (Moon Step) - The user actually jumps off the air itself by kicking at the air in high speeds with the coating of their own Chakra, allowing them to stay in the air for much longer than usual.
Rank - B

_____Special Technique

Kamisori (Razor) - The user uses a combination of Geppou and Soru, where the user uses Soru in a zigzag motion in midair, allowing extremely fast movement.
Rank - A


Stage 5: Secret Technique Rokuougan

This is the secret and ultimate attack of the Rokushiki style. You will only be able to use this Technique until after you have complete mastery of the others then you will be able to have access to this Technique.

-Requirements-

For Regular Techniques you must be Sanin.
For Special Techniques you must be Sanin.


_____Regular Techniques

Rokushiki Ougi - Rokuougan (Six Powers Ultimate Attack - Six King Gun) - The user stores Chakra into both of their fist holding them vertical on top of each other after storing Chakra into their hands they release it in a powerful air wave made from pure Chakra that only looks as if air is passing through them. This technique causes the foe to have a massive migraine as well things being blurry to them for thirty seconds after the assault.

_____Special Technique

Sai Dai Rin - Rokuougan (The Largest Ring - Six King Gun) - The user stores Chakra into both of their fist holding them vertical on top of each other after storing Chakra into their hands they continue storing Chakra overflowing in that one designated point until it explodes in a powerful air wave made of pure Chakra that looks as if air is passing through them now with more attack radius after it passes through the intended target it can smash through anything else that is behind the intended target. This technique causes the foe to have a massive migraine as well things being blurry to them for one minute (One Post) after the assault.
 
PostPosted: Sun Oct 02, 2011 6:13 pm


The Rare and Beautiful Art of a Controlled Disaster
(Ippin Seichuu Sanji)

Hidden Cloud official Taijutsu

The Ippin Seichuu Sanji was originally developed by slaves in Cloud. It is marked by deft, tricky movements often played on the ground or completely inverted. It also has a strong acrobatic component to it.
This style is known for its fluid acrobatic play, where technique and strategy are the key points. The style is marked by the use of feints and subterfuge, and use groundwork extensively, as well as sweeps, kicks, and headbutts.

The acrobatic element to the style comes from the slaves who developed it being handcuffed almost all the time. With their hands in such restrained positions it was essential to learn how to use the legs in the most effective ways as to defeat the guards who watched over the slaves. Because of this the Ippin Seichuu Sanji has attacks that focus on leg based attacks, sweeps, and elbow strikes in place of hand strikes.

The hands though are not considered useless in this fighting style because many of the defensive moves of the style are based on being evasive and using rolls to avoid attacks instead of trying to block them. The hands are also a part of essential acrobatic movements such as cartwheels, handsprings, etc.


Academy
Stage1


Dakai Ichi
To properly learn this style the practitioner is forced to learn it the way it was made; while handcuffed. Normally during all of the spinning, constant movement, and acrobatic attacks the practitioner will want to flail out their arms in an attempt to balance themselves but with the handcuffs in place this becomes extremely difficult and very impractical so it forces the practitioner to learn how to balance themselves without their arms and hands. Not only does this require extreme precision and lots of practice it also demands a high amount of leg strength to perform properly but it is also because of these demands that the style itself becomes truly powerful.

Stage 2
Genin

Dakai Ni

Still handcuffed the practitioner switches his focus from controlling his movements and making them precise to making them much stronger. The practitioner learns to use gravity to their advantage and make their leg into a lever in which they place all of their weight onto creating leg strikes similar to that of a guillotine. Along with these stronger strikes the practitioner continues to strengthen their body so that it can deal with the complex system of movements that the Ippin Seichuu Sanji provides.

Stage 3
Genin

Dakai San

Now the practitioner starts to learn a larger range of strikes with the legs. Instead of focusing solely on high acrobatic kicks strengthened by weight and gravity they begin to learn the usefulness of swift and powerful attacks that are close to the ground. Without the aid of an outside force to strengthen these close to the ground attacks they focus on gaining more power from within not only in the legs but in the arms as well. In this stage the practitioner has learned the immense usefulness of their arms as balancers to keep the practitioner going on with their fluid strikes

Stage 4
Chuunin

Dakai Si

With the previous stages the practitioner has accumulated a lot of strength and power with his attacks which in turns creates the 'Disaster.' The disaster is when the practitioner has too much latent potential behind their attacks to control effectively. This stage focuses on controlling this disaster in order to make it less devastating to the practitioner and more much devastating to the opponent. The more the attacks are controlled the easier it is to go from one attack to the next fluidly

Stage 5
Chuunin

Dakai Go

After master combat from the air and from the ground the practitioner now focuses on fighting at a mid point, mainly attacking the abdomen of the opponent. The new, what are known as, 'mid-range' attacks require more upper body strength then in the previous levels because the practitioner now goes into a lot of handstands to attack and cartwheels to dodge. A simple way to practice strengthening the arms for this is to hold onto a pole in the ground and holding the body out at a ninety-degree angle from the pole. The practitioner must also work with their body so that they can bend and move at the extreme angles the 'mid-range' attacks call for.

Stage 6
Jounin

Dakai Roku

With the radical new attacks that come at the midrange point the practitioner once again goes back to try and make these attacks into more powerful versions of themselves. By gaining more power the practitioner is in a sense tipping the scales in favor of the disaster and not the control and though these attacks may not be as fluid as the others the practitioner has learned to work with the disaster to use it to their advantage when they have no other.

Stage 7
Jonin

Dakai Sichi

This is a new and pretty much the final plateau for the practitioners of the Ippin Seichuu Sanji. Reaching this point is marked with the removal of the handcuffs the practitioner has been bound to since the beginning of their training. Once removed the practitioner has a much wider range of movements they can work with training their upper bodies to twist and bend while still supporting the body. Not only does this sort of training require the increase in the fluidness of movement but it also requires a certain level of upper body strength to be used properly. This stage is often referred to as the Liberty stage because the practitioner is give back their freedom.

Stage 8
Sanin

Dakai Hachi

The final and most useful stage in the Ippin Seichuu Sanji. In this stage the user takes everything they have learned about attacks and movements in the previous stages and ties them all together which exponentially increases the disaster but at this point the practitioner has the disaster under full control. With the ability to go from the guillotine like high attacks to the sword like midrange attacks to the top like low attacks and the ability to jump from one of these attacks to the next flawlessly the practitioner has become in all senses of the phrase a 'Controlled Disaster.
 

Burakku Ketsueki
Vice Captain


Burakku Ketsueki
Vice Captain

PostPosted: Sun Oct 02, 2011 6:14 pm


Ishi no Karada Taijutsu (Stone Body Taijutsu)

Official Stone Taijutsu Style

Purpose: The purpose of the Ishi no Karada style is to give and take huge amounts of damage, using the powerful muscles of a highly trained body, using both arms and legs. Speed is not as important as stamina and strength, although it does play a role.

History: A taijutsu style as old and timeless as the mountains themselves, it is unknown exactly how the Ishi no Karada came into existence. It is a style that has been passed down generation by generation in various dojos of Earth Country. When Iwagakure was created, it was only natural that the shinobi there would use the most popular fighting style in the Earth Country. Through the use of chakra, it was greatly enhanced into the mighty form of taijutsu that it is today.

Movement: Body movement itself is not very fast, as the users of the Ishi no Karada taijutsu concentrate more on power then on speed. Basic movement is possible, but it isn’t very developed. The user can move around on his feet, jump a few feet in the air, but that’s about it. Dodging is out of the question, since the style focuses on taking hits. A real juggernaut, a Ishi no Karada practitioner will continually move toward his intended target, ignoring the various attacks that can fall upon him, to crush him with his powerful fists and feet.

The speed of punches, strikes, kicks, however, can reach incredibly high velocities in the higher levels of the style. The movement of attacks is very linear; using the concept that the shortest distance combined with maximum strength produces fast and powerful attacks.

The strength within the leg muscles also allows the user to jump. The jumping, however, is not used for movement or dodging. Moving forward about one foot is all that is possible within the style, even in the higher stages. The jumping allows for combos to be made midair, a form of juggling that the techniques within the style allow. The combos can, of course, only be done with permission from the owner.

Training Methods: Ishi no Karada practitioners spend nearly all their times refining attacks and learning to take hits. One user can literally go through dozens of punching bags and training poles, hitting the training equipment numerous times with feet, fists, and hands. As the shinobi grows in strength, he or she “advances” higher in terms of training equipment, using trees and even stone for practice. To learn to take damage, the users will train with another shinobi, who continually hits the user with taijutsu and ninjutsu. This builds up bodily srength and resistance against attacks.

In terms of techniques involving chakra, practice makes perfect. A higher level shinobi usually first demonstrates the attack, then the user must continually practice. The chakra is used to enhance the power of attacks or to increase the effectiveness of the attack. Therefore, there is nothing that can really be done except practice, which increases the usefulness of such a technique and perfects the use of using a certain amount of chakra efficiently.

*All techniques are included in using this taijutsu as one of your jutsu*


Stage 1

Rank: Academy

Stances: None

Techniques:

Tsuruhashihijishou (Pickaxe Elbow)
Requirements: None
Description: The only complicated move the shinobi is capable of at this stage. An elbow attack that is delivered downwards or backwards. Often combined in a combo.

Shoushitsu (Rising Knee)
Requirement: None
Description: The user brings his knee upwards to knock the air out of the enemy’s stomach and to make the enemy more vulnerable and open for a new and more powerful attack.

Hourakushou (Cave-in Palm)
Requirement: None
Description: A basic Taijutsu attac. Similar to how a Hyuuga attacks with a gentle fist attack, the Yama-Ken user rams his open palm forward to hit the enemy’s chest and belly. A direct hit can knock the air out of the opponent.

Special Techniques: None


Stage 2

Rank: Genin

Stances: None

Techniques:


Hasai Houyou (Crushing hug)
Requirement: None
Description: The user lunges and puts his arms around his enemy’s whole body, holding their arms and upper body in a tight hug. He holds the enemy tightly, making it hard for the enemy to move. Upper level taijutsu users can easily escape. However, if the enemy is too weak, he is stuck and cannot move, leaving him vulnerable to attacks from other people. This technique can also have the unfortunate consequence of having the user being hurt by an attack from an ally.

Kannyuu Tanima (Collapsing Valley)
Requirement: None
Description: The user readies his fists on either side of a part of the target’s body, most commonly the head or ribs, then pounds inward with great force at a slight downward angle. This is a simple but effective attack aims to distract the enemy by causing pain in two places simultaneously.

Special Techniques:

Doton Gurabo (Earth Element Stone Gloves)
Description: By pounding both fists into the ground the user of this jutsu is able to pull them back out, covered in earth and held tightly together by chakra. Basically used like fists or a shield, the user is able to both defend and attack with them. Eventually, though, the stone will wear away after three posts.

Kuma Kobushi (Bear Fist)
Description: A highly powerful attack in which the user swats down at the target with a stiff, open palm, as if he were a grizzly bear clawing at an opponent. This move calls for focusing a lot of strength into the shoulder, arm, wrist, hand, and fingers to ensure a great amount of force being brought down on the enemy. The second stage of this attack is a temporary paralysis on the enemy if the hit connects squarely. For a short time, around 1 post, the target cannot move his muscles where hit.


Stage 3

Rank: Genin
Stance: None

Techniques:


Axe Kick
Requirements: None
Description: A powerful kick technique. The user swings his back foot upward, then brings it slamming down to hit the opponent with the bottom of the heel, usually on the opponent's shoulder. If the user misses, the foot can just swing back into position.

Mountain Rising
Requirements: None
Description: A simple uppercut technique. The shinobi uses his back hand to swing upward for a vicious uppercut that can send a person with lower Strength stats flying.

Double Rock Swing
Requirements: None
Description: A powerful double-hit combo that can also be used to fake out an opponent, the user first swings forward with a roundhouse kick from the back foot. Using the momentum of the kick, the user continues his turn, only bringing up a fist to backhand the opponent. If the first kick misses, it is possible that the opponent doesn't see the second attack coming, and can be hit by the flying backfist.

Special Techniques:

Doton Doryu Dango (Earth Element Mud Cannonball)
Description: In this jutsu, the user collects and lifts a gigantic piece of earth (about the size of a beach ball) that can be thrown at his enemies, the max distance being about 20 feet.

Doton: Jishin Ken (Earth Element: Earthquake Fist)
Description: A good jutsu for creating openings, this one works by the user slamming a fist onto the ground, and using chakra increasing the shock created by the fist to make a small earthquake. The earthquake can't do a lot more than to shake people off their feet, though, and it only affects people within 10 feet of the user.


Stage 4

Rank: Chuunin

Stances: None

Techniques:


Shougekishou (Rising Impact Palm)
Requirement: None
Description: A palm attack that is directed straight upwards, capable of sending the heavy opponents or objects flying into the air. Once in the air, a follow-up attack is often made. Little to no damage is done with this attack. It is the follow-up that deals the most damage. Permission from the opponent must be given before this is done.

Tokken (Tackle Charge)
Requirement: None
Description: The user charges forward, using his power to put a lot of strength to his shoulder to deal heavy damage to the opponent, as well as knock the enemy down with the user’s body weight. The attack often comes as a second or third attack in a series of combos.

Yamayagi Mozou (Mountain Goat Mimic)
Requirement: None
Description: This attack calls for the user to head butt his opponent with the front of his forehead, causing painful damage to his enemy while absorbing the shock of recoil to prevent harm to his own brain. Requires no momentum to execute; the user can be standing still as little as 6 inches away from his target.

Special Techniques:

Banjin Houru (Savage Throw)
Description: This technique calls for the user to grab onto the arm or leg of the opponent, and then use his entire body weight to swing his target around in two quick circles. Then, while the victim is still dizzy, the user immediately slams him into the ground to take immense damage to the head and torso. If done correctly, this should be one fluid movement.

Jagged Dust
Requirements: chakra 6
Description: Gathering chakra, the user creates a layer of dust which surrounds himself as a second skin. The chakra manipulates dust so that it becomes denser, and jagged edges appear, similar to rough uncut rocks and jewels. When punching, striking, and kicking there is now the added effect of getting hit with the jagged hard dirt, which can cause shallow wounds and scrapes.


Stage 5

Rank: Chuunin

Stances: None

Techniques:


Elbow Smash
Requirement: None
Description: Getting close to the opponent, the user grabs the back of the enemy’s head with one hand, then brings it toward himself quickly to smash the face with the elbow of the other arm.

Stone Floor Sweep
Requirement: None
Description: Quickly crouching, the user sweeps out his back foot to hit the opponent’s legs. The attack causes the opponent’s legs to fall and make the user fall toward the ground. The user continues his sweep, and using the circular momentum, comes in for another sweep kick with the other foot, just as the opponent is about to hit the ground. The second kick usually hits the torso or arms of the opponent, making this a double hit combo.

Steady Mountain Palm
Requirement: None
Description: A counter attack against taijutsu, the user uses the palm of his hand and the firm foundation of his legs to block an attack, usually a punch. The palm sticks forward and intercepts a punch. The punch hits the palm, which is steady and rock solid, and the shock and energy can cause the hand of the puncher to take damage, even break the bones of the fingers. The hand can, however, take damage as well.

Special Techniques:

Savage Downward Crash
Description: First using Shougekishou to launch the opponent into the air, the user follows by jumping. At the apex of the jump, the user grabs the opponent, maneuvers the opponent underneath himself, and lands back on the ground with his knees on top of the opponent. This causes incredible amounts of damage to the torso, breaking ribs and damaging inner organs. The consent of the opponent’s owner, of course, must first be given.

Rising Earth Pillar
Description: Gathering chakra and strength into one hand, the user hits the ground hard, sending the chakra into the ground. The force causes a pillar of earth to shoot up to a height of 6 ft. Using chakra, the user can control where the pillar appears, usually underneath an opponent to surprise him. The earth pillar has a 1 foot diameter and can only appear within 7 ft of the user.


Stage 6

Rank: Jounin

Stance: None

Techniques:


Gangeki (Boulder Strike)
Requirement: None
Description: An amazingly powerful punch attack. Instead of attacking the enemy by tackling them, the user pulls back his fist while running before delivering a straight powerful punch that knocks down anyone or anything. Blocking this attack takes inhuman strength.

Sledgehammer Heel impact (Hanmahirushou)
Requirement: None
Description: The user jumps far up in the air, gathers a lot of power into the right leg, foot and heel. Upon impact, the power is released and sent into whatever it hits. It deals an immense amount of damage to the torso, capable of splitting apart ribs and crushing inner organs.

Flying boulder (Hishoumaruishi)
Requirement: None
Description: The user grabs the opponent’s limbs or body and spins around while holding the enemy. When enough speed and power has been gained from the spinning, the user throws the enemy into something solid like a tree or wall. The user may also throw the enemy towards another enemy. The maximum throwing distance is 50 yards.

Special Techniques:

Saido Nadare (Second Avalanche)
Description: When the user punches a target, the natural resistance that an object bears is temporarily neutralized as it absorbs the shock of the impact. However, in this technique, the user punches his target once, and then punches a second time in a fraction of a second with the same fist, so quickly that it is undetectable to the naked eye. However, because the natural resistance of the object was taken away to protect against the first punch, the second punch deals maximum damage. This results in that object shattering completely, whether it be a rock or someone’s bone.

Gansaku Shindou (False Tremor)
Description: When the user runs at his opponent, he purposely stomps on the ground with immense force every step of the way, causing the earth to shake and tremble like a small earthquake with chakra sent through the feet. This is meant to upset the balance and concentration of the target. When the user reaches his opponent, he can follow up with any attack of his choice. For obvious reasons, this jutsu has no effect on enemies in the air. This jutsu also affects allies.


Stage 7

Rank: Sannin

Stance: None

Techniques:


Kiretsu Kire (Fissure Chop)
Description: An attack that is as a follows, first sending the dominant hand into the air followed by the leg that matches with that arm (ie right arm and right leg) the leg slams down first causing the ground to vibrate stopping any sudden movements and the hand slams down onto the skull of the victim.

Bone Crusher
Description: A simple, yet devastating attack. The user grabs an arm or a leg. With immense power behind those fingers, the user crushes the bones within the fist, dealing immense amounts of pain and damage. This is usually used as a counter attack to punches or kicks. The user first blocks with a hand, then clenches his fist to deal the damage.

Sky High Avalanche
Description: An attack reminiscent of both wrestling and the Omote Renge, the user first palm strikes the user high up into the air. Jumping after, then user grabs the opponent's body, flips it around so that the head is toward the ground, grabs the neck with his legs, and plummets down toward the ground. The attack can go up as high as 10 ft. While the attack isn't a 100% positive kill attack, it can cause concussions and injured backs and necks.

Special Techniques:

Double Impact Fist
Description: A highly powerful technique that is also incredibly difficult to perform. Using the same idea behind Saido Nadare, the technique is, instead, used with one single punch. While this may seem, at first, to be impossible, with a high amount of training, it can be done. The user makes a fist, but then extends out the fingers slightly, almost like a palm strike. But instead of hitting with the palm, the user hits the opponent with the second knuckles of the hand. This is the first hit that neutralizes the natural defenses. The hand then collapses in on itself, to create a fist, a split instant after the first hit of knuckles. This collapsing in is incredibly difficult to perform, since it has to have the full power of a punch behind it to truly deal damage. But when the user masters this punch, it is an incredibly fast and powerful attack that nearly none can match.

Ishi Suji (Stone Muscle)
Description: A split second before the opponent hits the user with a taijutsu attack, the user tightens his/her muscles. Due to extensive training these muscles quickly take any blow that comes its way and returns the force back up the body of their attacker, effectively reflecting the taijutsu attack. A highly powerful technique, the strain this gives to muscles can be intense. Can only be used three times a thread.
 
PostPosted: Sun Oct 02, 2011 6:16 pm


Eternal Style of the Broken Sword [Hateshiganai-ryu no Kujikeruken]

Official taijutsu style of the Village Hidden Among the Stones



The Eternal Style of the Broken Sword is one of the oldest and most respected fighting styles in the Earth Country. It is considered to be one of the greatest fighting styles because little has changed in the style since its conception back before the shinobi ever existed.

The style has two main principals to it:

•Power without focus is not power, it is arrogance.
•Your weapon is your body, nothing else.


The creator of the style actually gained the idea through watching a star fall from the sky. When he saw a star fall he went to its crash site to examine it. Once he got there he noticed the raw power the star had in the crater left but it had no accuracy and missed a city by only a few miles.

This star seemed like a sign from the gods. It told him one of the main principals of his future fighting style; Power without focus is not power, it is arrogance.

Taking this concept and another one of his own creation the creator manifested all of his knowledge of fighting into one physical form known as the Style of the Broken Sword, later to be renamed the Eternal Style of the Broken Sword because of the length of it's existence.

The Eternal Style of the Broken Sword relies heavily on three different physical attributes; Strength, Agility, and Accuracy. Strength and Agility are obvious attributes in a fighting style but not so much Accuracy.

Unlike other styles that focus on pure power and speed or pain tolerance the Hateshiganai-ryu no Kujikeruken focuses on power, speed, and the delivery system.

According to the creator there are parts of the body that will always be weaker than others because they cannot be trained (groin, neck, joints, etc.) and if you deliver a powerful attack that is too quick to be blocked that hits dead on to one of the weak points you will do much more damage than you would with a hundred wild and random attacks that are equally as powerful. The practitioner also believes that with only speed and power the user will be an enemy to be reckoned with but one that can also be easily beaten because at high speeds it gets much harder to hit someone just right.

Though this seems odd for a power hungry country like Rock to adopt such an offbeat style as their official style it has proven itself time and again that it is not to be underestimated.

Stage 1
Academy


The Bound Wolf that will Devour God [Chouyouookami Kurau Jouten]
The name of the style refers to an ancient legend in the Earth Country that one day a giant wolf will devour the creator of the earth. This legendary allusion makes reference as the wolf being the practitioner foreshadowing the future power that they will have at their fingertips. The significance of this first stage is to put the practitioner one step in front of non-practitioner by training their speed at a young age. This speed also gives the practitioner a better stage to which they can start training their accuracy so that the attacks will be much more exact than normally.

Stage 2
Academy


The Giant Slayer is Born [Kiritateru no Kyojin Bo-n]
Due to the speed of the user being trained in the previous stage this stage trains the two other attributes essential to the style; strength and accuracy. The practitioner goes under several different tests that push their strength to the limit then force them to be delicate and accurate with it like throwing a heavy rock into a certain goal. Strength is emphasized more than accuracy in this stage so many times mistakes in hitting targets dead on will be forgiven while mistakes in feats of strength will not be.

Stage 3
Genin


The Hanged Man Who Became God [Jin no Hangunai Omomuku Jouten]
More skilled genin level practitioners can move on to this stage in which the focus of the style is temporarily switched. With a new found strength and accuracy in battle the practitioner begins to focus again on their speed so that it doesn't fall behind their other attributes. The practitioner will now don weighted armlets and leglets to train their speed. The weights hold back the practitioner's natural speed making them push their bodies in fights to compensate for the lost. To help make up in the difficulty of training the practitioner begins learning how to make their punches more devastating by working out the accuracy of their punches. To train this special targets are usually thrown at the practitioner, which burst open with a red corn syrup when hit in a particular spot marked with a bulls-eye. These are thrown at the practitioner at a relatively slow pace because instead of trying to train over all accuracy they are trying to train putting a lot of strength behind a punch but keeping it accurate as well. To be officially recognized at this level the practitioner must take a chip out of granite slab, which is actually very difficult.

Stage 4
Genin


The Condemned Moon and the Damned Sun [Shikeisutsuki Bachiataridainichi]
Continuing on the focuses from the last level the practitioner continues to train their speed and their accuracy. Lightweight rocks are tied down to all over the practitioner's body. While these are not heavy enough to weigh the practitioner down much they are placed in certain awkward positions that force the practitioner to try and avoid them while moving or be struck by it. To make this more of a challenge some of the rocks may be sharp. The accuracy of the practitioner is also trained. Instead of being trained to make a decisive hit to a certain spot though they are instead learning to make their average hits more accurate. So when they go to hit the targets this time their goal is to not bust it open but to knock it back at the thrower and to do so as many times as possible.

Stage 5
Chuunin


The Great Eye that Knows All [Omanako Unchiku]
After becoming thoroughly swift the practitioner begins to pick up on their strength training once again. They don the rocks once again but this time they are more conforming to the body and much heavier making even simple movements difficult to perform. As they grow stronger they continue to learn how to focus this power so that it doesn't become uncontrollable. To kill two birds with one stone a myriad of large rocks are found. Someone will look for the weak points on the rock and once found they will be marked and then thrown at the practitioner. If they miss the weak point with one of their attacks they are penalized with the pain of striking a rock that they are not yet strong enough to destroy. If they hit the weak point that is marked they are rewarded with a rock crumbling at their attack. While the rock throwing training obviously has its accuracy training down it also trains the practitioner's strength with a simple concept; have enough power to get the job done or get hurt trying. It is very good at convincing those that are too weak to break the rocks even when striking the weak point to work a bit harder. To be officially recognized at this level the practitioner must completely destroy a granite slab with one punch

Stage 6
Chunin


The Arrow of the Blind Brother [Burahakuya]
Taking the main focus of the last stage and putting it on the back burner the practitioner now focuses on their Accuracy and somewhat on their strength. This stage is very important to the development of the practitioner of the style. Instead of trying to train their eye sight trying to hit dead on the user is taught how to not rely on their eyesight so much and work their way around the need for it and using their trained eye sight along with this new training the user is more able to hit their target without mistake. They continue on with the practice of using a rock to train but instead of rocks being thrown at them they are brought to a very large rock where a weak point for them to exploit is created and the same concept of the last stage rings true; you miss you hits a solid rock that you can't break.

Stage 7
Jounin


Joy Hath Been Slain [Joiyaru]
True to its name this is the style in which the training becomes much more intense. In fact at this point the main philosophy is 'Do or Die' and it reflects in the newfound life risking training methods. This stage trains speed, reaction time, and how important being able to put a lot of force behind a single shot is. The way the practitioner is trained is that they stand at the bottom of a hill and large boulders are sent at him at a horrifying rate. The boulders have a white 'X' painted on them and when they are sent at the practitioner he has two options; destroy the boulder or get out of the way. The latter is anything but acceptable. Though it takes a while for the practitioner to get used to the training they are eventually able to run into the rolling boulders and hit the 'X' dead on because in layman terms their lives depend on it. The test for this stage is being able to bust through 5 consecutive boulders without fail.

Stage 8
Jonin


The Spear of the Fallen Valkyrie [Yari no Rakuvarukyrie]
At this point the practitioner takes a well-deserved break when it comes to their accuracy and instead goes on training the rest of their body in hopes of improving it. The practitioner begins going through several serious obstacle courses and training. One of their most infamous training methods is to try and stop boulders that are falling down a hill or if they are especially confident trying to stop rockslides. Unlike in the previous stages where they focused mainly on one attribute then sort of worked with the other both strength and agility are trained equally. Their agility is put to the test when they have to out run avalanches on some of the biggest mountains in the Earth country. They can also train their agility by working with several weight systems and training methods but outrunning the avalanches are the more favored.

Stage 9
Saanin


The Maiden Who Cried Red Gold [Tennin Ikkatsu Niirokogane]
This is the real deal. This is when it all comes down to the practitioner and his will. This is where the anticipated question is answered; 'When it comes down to it, will you swing the bat?' The practitioner spends a month doing nothing but training their strength and accuracy. Once that month has passed the test to end all tests comes. The practitioner stands in the middle of a rocky wasteland and awaits a fake meteor created by a higher up practitioner. The entire point of the test is to strike the meteor in just the right place before it hits the ground to completely destroy it. Needless to say not many survive.

Stage 10
Sanin


The Blade Known as Balmung [Ittou Omotedatsu Barumungu]
Fast as a lightning bolt, Strong as a falling meteor, and a deadly accurate shot the practitioner has now reached the full epitome of the Eternal Style of the Broken Sword. Ironically the name of the style is based on a legendary sword wielded by an ancient pagan god from the Earth Country but it is named so for good reason. In his final battle throws the god died in battle by another god's hand but this was because his blade had been destroyed in the battle. This story is meant to teach humility to the practitioners that reach this level so they do not become too arrogant and fool hardy. In this final stage the practitioner works on all of the attributes that they were working on in the style trying to give everything one last balance out.
 

Burakku Ketsueki
Vice Captain


Burakku Ketsueki
Vice Captain

PostPosted: Sun Oct 02, 2011 6:18 pm


Tame Za Kyokudo
Extreme, Unforgiving, Savage


Style Description: This style of fighting was derived from boxing, it still holds the formal boxing stance, but as the master of this style became more and more furious with his fighting he began add kicking into his style. This is where Tame Za Kyokudo came from.

Style Basis: Hand to Hand, Reflexes

Training Methods: Rapid repeats of savage attacks, reflexes trained by putting yourself in danger by throwing weapons at yourself, Crushing trees, stones, and people.


Movement: The only real movement that is consistent in Tame Za Kyokudo is keeping one fist close to your body and face for deflecting and countering.

Stance: There is only one stance in the Tame Za Kyokudo style, fist positioned with one up close to the collarbone for blocking, deflecting, or countering, while the other one is extended outward forward, just slightly bent in a diagonal angle inward. The feet will be place just about the same as the fist, but slightly closer.

Stage One: No rank requirement

Still being a fresh student to the style the user is only about the same speed as a normal shinobi, and reflexes haven't changed at all.

Regular Techniques:
Resu Tame Taibu ~ This is a technique where the user takes the normal stance, once the user does they instantly throw a quick jab with the front fist as the enemy come toward the user, this is just a bluff, or to slightly stun the enemy, as the user throws this fist they will bring their back fist level with their shoulder, and then instantly slam it into the enemy.


Special Techniques:
Rosutoai ~ Focusing chakra into just the knuckles of their back fist the user will lean there shoulder into the punch and thrust their fist outward, at the moment of contact, or supposed contact the user will release the chakra resulting in a swirl of wind that even if it doesn't hit it will cut the enemy.

Stage Two: Genin


This stage in the training the users strength has dramatically increased, and is able to put large cracks in oak trees. Reflexes are slightly better, but faced with a greater shinobi the user will be dominated against.

Regular Techniques:
Tsuyoi Senkou ~ In the original stance the user will swing his leg upward toward the enemies head with his leg slightly limp at close range, this is to hook the foot around the enemies head and throw him downward with the force behind the kick.


Special Techniques:
--


Stage Three: Genin

As in strength the user hasn't really progressed, but the users reflexes have improved to where they can deflect or block a hit easily, but if more than one attack comes at once the user will be hit.

Regular Techniques:
Kire Ono ~ In the original stance the user will quickly bring their leg upward over the enemies head and bring it down apon the top of their head with much force, enough to make the enemies head slam into the ground.


Special Techniques:
--


Stage Four: Chuunin


At this stage the user is able to snap a tree in half with a single blow. The users reflexes are enough to block, deflect, or counter several blows at once.

Regular Techniques:
Hyoushi Tentou ~ Catching the enemies punch the user will move the fist to the side of the user and throw their elbow into the enemies head with enough force to knock them off their feet.

Special Techniques:
Assai Hiza ~ Rushing at the enemy the user will leap just to the side of the enemy, at the moment they are beside the enemy the will bring their knee up toward the enemy, at the same time the user will slam their palm into the back of the enemies head, the effects of this blow is enough to injure severely if not kill.



Stage Five: Chuunin

At this stage the users strength has not changed much, but the reflexes of the user has risen dramatically to where they can block, deflect, or counter the enemies attack the instant it is thrown.

Regular Techniques:
Rinten Atemi ~ As the enemy approaches the user, they will slid their forward foot beside the enemies and slid it to the side bringing them off balance, after so the user will with rotate around the enemy and bring their knee up to the back of the enemies head.

Special Techniques:
Rokettokobushi ~ Focusing chakra into the users arm the user will rush forward, and just pasted the enemy as the user does they will slam their fist into the enemies stomach and force the chakra out while slinging their arm forward sending the enemy flying back.


Stage Six: Jounin

At this stage if ever achived the user can crush boulders with a single hit, as for the users reflexes the user is able to block, deflect, or counter mulitpule attacks, at the moment they are thrown.

Regular Techniques:
Saidohandou ~ In the original stance the use will wait till the enemy is right at them, and swiftly sling their leg at the enemies legs bringing the crashing to the ground, but before the enemy can hit the ground the user will bend downward and kick backwards and up toward the enemies head hitting them into the air.

Special Techniques:
Kouki Roketto ~ This attack is like the Rokettokobushi, but different when the user connect to fist they will uppercut the enemy in the stomach and send them into the air. After than the user will leap into the air till they are just beside the enemy and send a kick directly into the back of the enemies head, slamming them into the ground.


Stage Seven: Sannin

This stage is almost unheard of to any shinobi, the only person ever know to achieve this level was Syi Yanshi, the first ever Otokage. At this level the user's speed has increased dramatically, also the strength of the user has greatly increased.

Special Techniques:
Tejina Kinpaku ~ With this technique the user will focus chakra through out every part of there body, then making a coating around their body the chakra will combine with their muscles, making the user three times a fast and strong. The only draw back to this technique is afterwards the user is
almost completely useless.
(Last for five post)
 
PostPosted: Sun Oct 02, 2011 6:19 pm


Mist Stance Style


History:
Members of the hidden mist village lives in a constant fog and must pay attention to make sure they don't run into thing some shinobi have made this precaution into a fighting style to by using chakra to boost reflexs far past those of normal people.

Purpose: To use quick Movments to avoid damage this requires the user to practice in heavy mist agianst another person so when in a normal fight relfexs are far better.

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Stage One: Close Call


Requirments:None


Reflexs: Small boosts can predict an opponents move a fraction of a second faster than a normal ninja.

Chakra Boosts: The user must use chakra to boost the bodies movment so they can keep up but at this stage the user has close to barley any or no chakra control advantages.

Special Moves:
None

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Stage two: Keeping Pace


Requirments: Gennin level


Reflexs: Now the user can predict an opponents moves almost a full second fatser than a normal person.

Chakra Boost: This stage the user may focus their chakra to the front or back of their foot to boost speed to help their legs keep up with dodging and movment.

Special Moves:

Flash Foward:
This is the basic attack move for the fighting style by focusing chakra to the users feet they may charge foward with more speed and confuse an enemy with the burst of speed.

Center Shift:
This is the basic defence and is used by the most esteemed fighters by shifting thier center of gravity to make direct hits uneffective, the way this differs if the user shofts their body by releasing chakra from their hands or feet and can be done in mid air. A tthis low level the user may reduce dmaage by olny a small bit by pushing away from the attacks and absorbing 5% of total physical dmage

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Stage three: Kick Starting


Requirments: Gennin


Reflexs:
At this stage the user Reflexs really don't change all that much but their muscles are beggining to memorize the movment that users makes making punchs more balanced and effective.


Chakra Boost:
The user may now emit more chakra making their body a small bit faster, and even able to force chakra out their knuckles making punches able to badly damage a 1 ft solid piece of wood and with human contact could leave bad bruises.

Special Moves:


Jump Start: This is the basic move for making sure the user get to higher ground and can even bounce more smoothly away from damage, this is done by pushing chakra out the sole of the foot and causing the illision that they have lost a full 50 punds without that wieght the user may jump and good 7 feet straight up and makes gettign out of tough situations much easier.

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Stage four: Moving Foward



Requirments: Chunnin

Reflexs:
A huge diffrence can be feltthe user can predict 1/5 as well as sharingan and can even force the users muscle to react quicker by 2 seconds!


Chakra Boost:
The users chakra control is most impressive the user may fire a small relase of chakra that can send a target of 100 pounds 5 feet and can shatter a solid wood block as for damage if hitten on an arm directly it can cause the bone in the arm to splinter.

Special Moves:


Second Strike:
This is a very useful fighting move where the user can release chakra from the center of his fist and cause it to make a force equal to that of a full contact punch after the user makes contact the user releases chakra and if a target blocks the first strike will feel a powerful force blast agianst them works within 6 inches of the user fist.

Kai Resistance:
This is a jutsu that when used and will leave the user weak the next post, the user gathers chakra within half a second and releases it form his arms or legs if a target is near them it can cuase them to be knocked back this technque is similar to the hyugas rotation but can olny me emited though the users arms and legs.

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Stage Five: Getting ahead


Requirments: Chunin

Reflexs:
This stage is a huge step up the user can predict half as well as sharingan and muscle reaction is instant and gains 2.5 seconds ahead making fights with other taijutsu users a breeze.


Chakra Boost:
The user can force chakra throught out ever limb and this helps their body keep up with their mind making preictions about the enemy easy to counter punches can also can dent steel and shatter tree trunks within a few seconds as for human contact they may break bones easily and now getting hit physically by another taijutsus normal punches does almost nothing users at this stage compare normal pnchs to bug bites.

Special Moves:


Bird Watching:
This is the ultimate high for jumping technques the user may jump 25 feet into the air and can bounce extremly fast away from damage making hitting the user a difficult task.

Reject: This a shield made of pure force by releasing chakra from the body they may reject many atatcks but by doing so making the user weaker depending on how strong the attack is this is a sort of chakra armor that the user coats 3 inchs above their skin and when something makes contact all chakra in the armor is released in that one spot.

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Stage 6: Final Stretch



Requirments: Jounin

Reflexs:
Reflexs are not much inproved form last stage the real change i now the users staminia is better making it easier to fight at max for much longer.

Chakra Bost:
No real changes the user may now make hand signs much quicker.

Special Moves:


Fast Learner:
Learning Taijutsus of anykinda is easier any taijutsus that the users learns posts will be cut in half.

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Stage 7: Breaking Free


Requirments: Sannin

Reflexs:
Reflexs are just as good as sharingan users the body moves even before the target makes a move muscles and staminai is boosted amkign this stage less dmaging to the user.

Chakra Boost:
the user can force large chakra out their limbs and can cause great force from their intire body, their hands move fast enough to confuse the enemy by making twices as many hand signs in half the time.

Special Moves:


Speeds Vengance:
This is a powerful punch that the user may launch at a target from 15 yards from his target mearly by pointing their knuckles towards a target they may cause a shock wave to be launched at the equal force of a solid punch the attack is completly invisable to normal eyes.

Crater Fist:
The user by this time can launch a punch able to break through a tree trunk with one hit, and could break bones wit ha simgle finger chakra now is always flowing from the user making the user lose a gennin ranked jutsu ever post they are using this style but it cannot be switched out of easily the user must sit still for 2 posts to stop the chakra drain, this specail punch can be used at anytime and can not be given any mucle force the user may lay one finger on the ground anf can cause it to shatter and can be used to lucnh a target 25 yards and will break bones.

Total Reject:
This is very fimilar to piens shielding by luanching chakra fro mevery part of their body, making a shield that is visable it can send anything within 5 feet around go flying away but unlike pien this has a great cost by doin this hte user cannot move for 2 posts but even with this great defence it is not 100% effective and many jutsus may go through but not many things it may even cause the black flame of the sharingan to shrivle and can send large targets to fly hundreds of feet and ma send nroaml people a couple miles away and can leave them in a coma with many broken bones.
 

Burakku Ketsueki
Vice Captain

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