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Zatsuyoushiki (Sloppy Style)

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1 Zatsuyoushiki (Sloppy Style) on Tue Jan 06, 2015 3:13 pm

Kouketsu

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Zatsuyoushiki, better known as "Sloppy Style," is known for its reckless, and often incredibly violent attack patterns. While almost purely offensive, it has been originated from the slums of Kumogakure, and spread across the back alleyways of almost all major villages. Akin to street fighting, the method of attack is to cause as much damage to the enemy as possible, in order to end the fight as quickly as possible. This of course, has been altered by the inclusion of chakra- specifically, Raiton chakra. Requiring the practicioner to have the Raiton release in order to use the techniques below, it has become a niche style that is often looked down upon by Taijutsu purists for its lack of universality.

    Restrictions
    1. Only Taijutsu Primaries may learn this style.
    2. Only those with Raiton release may learn this style.

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2 Re: Zatsuyoushiki (Sloppy Style) on Tue Jan 06, 2015 3:14 pm

Kouketsu

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Zatsuyoushiki:

Sutandoarōn (Stand Alone)
Rank: D
Range: Close (0m ~ 5m)
Type: Supplementary
Handseals: --
Chakra Consumption: Low
    Sutandaorouni is a method designed to completely destroy the enemy, making sure that they are incapable of avoiding, or lessening their imminent destruction. This style of fighting involves grasping a hold of your opponent and is generally used only by extremely physically powerful and muscular ninja. For this reason, Raiton is an absolutely necessary release in order to master the techniques described below. While some forms of these taijutsu may be used, they will not have the desired effect of paralysis, to allow flawless techniques.

    Note: For a Low increment of chakra, Stand Alone practitioners can use the insides of their hands to paralyze their enemy for as long as they are grasping them; User must use another Zatsuyoushiki move immediately after effectively using this technique.


Kirābī (Killer Bee)
Rank: C
Range: Close (0m ~ 5m), Mid (5m ~ 10m), Far (10m+)
Type: Offensive
Handseals: --
Chakra Consumption: Mid.
    After grasping their enemy, the user is capable of holding the enemy's head/collar and deliver three quick, powerful headbutts to the enemy's face. Easily capable of breaking the enemy's nose (or face depending on the strength of the user), it leaves the enemy completely vulnerable to this deadly assault.

    Note: If the first hit of the technique lands, the enemy will be to dazed to avoid the following two attacks.


Sutingurei (Sting Ray)
Rank: C
Range: Close (0m ~ 5m)
Type: Offensive
Handseals: ---
Chakra Consumption: Mid.
    After taking a hold of the enemy, the user will use the time given by their Stand Alone technique to prop the enemy's head up, reach back and deliver an immense hay-maker, which will almost always knock the opponent off of their feet.


Bahamūto (Bahamut)
Rank: B
Range: Close (0m ~ 5m)
Type: Offensive
Handseals: --
Chakra Consumption: Mid x2
    Sweeping in to grasp their enemy, the user will take a hold of their enemy by the shoulder, and between their legs. Lifting them into the air, they will grasp on to them firmly, before throwing them to the floor at their feet, back first. Directly before the enemy hits the ground, the user will use their already curved momentum to deliver a powerful kick to the enemy's face, effectively knocking them away, and discombobulating them for a small portion of time.

    Note: Will leave the enemy incredibly dazed for a single post. Knock back is 2m.


Sutā Sheru (Star Shell)
Rank: B
Range: Close (0m ~ 5m)
Type: Defensive
Handseals: --
Chakra Consumption: Mid x2 [Mid per hit]
    Pulling the enemy's weight towards the user, they will use their time to build up a powerful hit to the gut. Putting as much power as they can manage within the blow, it will bring the enemy to their knees regardless of their build. Adding insult to injury, after being brought to their knees, the user will take a straight kick forward, using the sole of their foot to launch the enemy tumbling backwards in a mighty kick.

    Note: As with most combos, if the first hit connects, the second will surely it. It is up to RP scenario as to whether the victim actually falls to their knees or not.


Sutādasuto (Stardust)
Rank: S
Range: Close (0m ~ 5m), Mid (5m ~ 10m)
Type: Defensive, Supplementary
Handseals: --
Chakra Consumption: High.
    The most essential part of the Zatsuyoushiki, is being able to reach the enemy in order to take a hold of them. Obviously, when faced with long range fighters, this can be quite difficult. Often, the user will be at a loss when coming up against a powerful counter attack, or an ability that allows their enemy to outmaneuver them. The Stardust Technique is a Shunshin variation that allows the user to skip over an impending attack, or standard defense by either going around it, or making their way through it without causing themselves harm. While this technique will not cause damage, it will allow the user a simple opening to grab their enemy in order to use other Zatsuyoushiki moves in conjunction.

    Note: Allows the user to move past an enemy technique in any manner at the speed of a shunshin for the cost of a high. Clearly limited to RP scenarios; distraction is not needed to complete technique, as it is used as a counter-defense.


Mōshō (Paladin)
Rank: A
Range: Close (0m ~ 5m)
Type: Offensive, Defensive
Handseals: --
Chakra Consumption: Low - Massive
    One of Zatsuyoushiki's most dangerous moves, by far. When in range to land a hit on the enemy, the user will simply pause within his enemy's line of sight, their body appearing to be devoid of all defenses (arms open, legs wide). The secret of this technique, however, is that this stance will allow the user to perform a very fast counter attack, waiting for the enemy to attack before utilizing it- effectively hitting them before they are hit. While this jab or flash kick is relatively quick, in there lies the rub; if the enemy does not attack, the user's body will begin to compress their muscles and chakra, tightening their body in order to increase both speed and power for their counter attack. The user can wait up to 4 turns before either canceling the stance, or using the the built up chakra/momentum to deliver a devastating blow to the enemy. Essentially, the longer the enemy waits, the more damage they are likely to face.

    Note: User must use this jutsu BEFORE the enemy has initiated an attack/seal formation. For every turn, the cost raises by one tier- but can canceled for a Mid cost. Speed of the counterattack is dependent on the chakra spent. Low: x2; Mid: x3; High: x4; Massive: x5.


Zankū (Scission)
Rank: A
Range: Close (0m ~ 5m)
Type: Offensive
Handseals: --
Chakra Consumption: x2 High
    By far the fastest move in the Zatsuyoushikiken's arsenal, Zankuu can be used in unison with Stand Alone, which is unlike the rest of the techniques in the style. After grabbing the enemy, the user will quickly yank them up, while spinning with them as to end up behind them. Pushing them back towards the ground, the user's free hand will deliver a devastating uppercut to the victim's spine, before allowing them to fall to the ground.

    Note: If caught with this technique, the victim will be paralyzed for a whole post, with their legs becoming paralyzed for the following post.


Gekiten (Heavenfall)
Rank: S
Range: Close (0m ~ 5m)
Type: Offensive, Supplementary
Handseals: --
Chakra Consumption: High
    Gekiten is a very simple technique that has a devastating amount of potential. After grabbing ahold of the enemy, the user will lower their body to the ground, only to quickly deliver a powerful uppercut to the enemy's chin. This uppercut will only follow through for a small portion of of the full movement, but will send the enemy into the air, effectively shutting their responses down for a short portion of time in order for the user to follow up with a secondary attack of their choosing.

    Note: Leaves enemy open only long enough to use an immediate follow-up attack.


Hoshizukiten (Mazzaroth)
Rank: S
Range: Close (0m ~ 5m)
Type: Passive
Handseals: -
Chakra Consumption: High to activate; Mid per stun
    After having used the technique time and time again, Stand Alone increases it's output by a marginal degree, allowing it to be used at the user's will after it's initial use. Once touched by Stand Alone once, the victim will be subject to having the after effects of the stunning shock for the remainder of the battle, as long as they remain within range. This, however, has a three turn cool down period for the user, as well as a three time limit per battle. If touched at all by the Stand Alone technique, they will be subject to the user's will at stunning them remotely for a cost of Mid, just as if the user of the technique were actually touching them.

    Note: Victim can only be shocked 3 times per thread with this technique; After being shocked, victim cannot be shocked again for three turns. Use of this technique requires an initial cost of high, in order to activate.

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