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| Alan's Justu | |
| | Author | Message |
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Xram Ningyo
Posts : 99 Join date : 2018-07-26
| Subject: Alan's Justu 3rd January 2021, 11:22 pm | |
| Name: Rolling Classification: Supplementary Rank: Varies Class: Ability Range: Varies Description: A Ronin ability that allows Alan to roll objects of varying size so long as they are not living causing them too move about at speeds depending on the situation and momentum presented. This ability encompasses what could be called Alan's fighting style allowing him too move things around for varying effects. However despite it being as simple as rolling the ability actually holds true to physics causing anything "Rolled" to actually begin a Pure Roll allowing the point of contact of the object to not move while in motion meaning if a chair is rolled it will actually stay straight up while in movement due to being pure rolled. Due to objects moving under the principle of Pure rolling once they begin moving they will require friction(Stamina or chakra cost acts as the intiation) however it will not require further stimulant after it starts moving and unless stopped it will keep going indefinitely. Size - Chakra/Stamina(cost in ranks) - Roll SpeedTiny - 3D/2/E Small -6D/2/D Humanoid - 1C+3D/4/C Medium (S) - 2C/4/C Medium (M) - 2C/6/B Medium (L) - 3C/6/B Medium (XL) - 2B+1C /8/A Large (S) - 3B/8/A Large (M) - 3B/12/S Large (L) - 3B+1C/12/S Large (XL) - 3A/15/SS - Golf Pro:
Name: Golf Pro Classification: Kenjustu Rank: D Class: Varies Range: Varies
Description: Armed with a golf club Alan can begin one of his favorite pass time's Golf. He uses anything he is able to roll and further augments the objects movement through hitting it with the golf club whilst already in a roll, in doing this Alan can do a couple of things; he can mainly aim specific techniques however along with that he can Drive(Increase Speed), Pitch(Alter Path) and Putt(Attack).
Name:Golf Pro: The Starting Drive Classification:Kenjustu Rank: C Class:Offensive Range: Short-Mid(Depends on driver length)
Description: Alan begins a game of golf by initiating a Drive, by hitting the Driver into the rolled object Alan can accelerate the speed of the object slightly in the desired direction of the swing, the user can choose to cause a drive too stick to the ground and continue Rolling or they can do a "Proper Drive" causing it too lose it's roll but soar faster. Str Rank - Grounded (Initial Spin Speed Boost keeps roll) - Proper Drive(Loses Roll) D - None - 1 Tier Level C - 1 Tier Level - 2 Tier Levels B - 2 Tier Levels - 3 Tier Levels A - 3 Tier Levels - 4 Tier levels(1-Rank) S - 4 Tier Levels(1-Rank) - 4 Tier Levels(1-Rank)
- Baseball Pro:
Name: Baseball Pro Classification:Fighting Style Rank: D Class:Offensive Range:Contact, Varies (Based on Wind Materia Harnessed)
Description: Another one of Alan's favorite games to play is baseball; Unlike normal Alan has a object he is using begin starting motionless, he then rolls it and strikes it at the same time causing it to speed up immensely with extreme acceleration, and then stop upon hitting the something. The force generated from the swing coupled with the rolled object is carried away from the object, allowing perpetually unlimited range so long as the momentum is sufficient. Because of its nature, it can be confused with Ninjutsu, and regarded as such repeatedly. However, with the lacking use of chakra, it is far from such; making it ideal against those that might be capable of absorbing techniques, and unknowing to what a technique actually is. Considering how it acts, it is also associated with the Fūton nature; this is due to harnessing Wind Materia which stems from the wind sheer generated by accelerating along with the friction from the swing and the rolling effect being applied to form fire materia out of the wind and friction & thus all of it's techniques can be applied underwater harnessing Water Materia albeit at half the distance not to mention at slower speeds unless the user is capable of refined underwater movement. this style is able to be easily detected by Displacement Sensory (Wind or Water). Unlike with Shockwave fist this style due doubling the friction with impact(Str) and rolling(ronin ability) it causes fire materia too be formed. however at half the normal length. Str Rank - Fire/Water Materia Capable of Harnessing (Kenjustu Extension in Ft) D - D (Fire = 6, Inches Water = 6 Inches) C - 2 D (Fire = 1, Water = 1) B - 3 D (Fire = 1 ft 6 Inches, Water = 1 ft 6 Inches) A - 4 D (Fire = 2, Water = 2) S - 5 D (Fire = 2 ft 6 Inches, Water = 2 ft 6 Inches)
- Shockwave Fist:
Name: Shock-Wave Fist Classification: Fighting Style Rank: D Class: Offensive Range: Contact, Varies (Based on Wind Materia Harnessed)
Description:A speed-based fighting style, Shockwave Fist is a unique form of taijutsu using a concept known as the 'zero-hundred-zero' principle. Starting motionless, the user would increase their speed immensely with extreme acceleration, and then stop their movement immediately. The force generated is carried away from the user's body, allowing perpetually unlimited range of Taijutsu. However, the style comes with a major drawback; the amount of constant movement and braking, when used in a constant amount can cause the user's muscles to tear, predominantly in the areas they use to attack, although it does put strain over the entire body thus each technique of this style has a recoil price associated with it. Because of its nature, it can be confused with Ninjutsu, and regarded as such repeatedly. However, with the lacking use of chakra, it is far from such; making it ideal against those that might be capable of absorbing techniques, and unknowing to what a technique actually is. Considering how it acts, it is also associated with the Fūton nature; this is due to harnessing Wind Materia which stems from the wind sheer generated by accelerating and suddenly stopping while in air & thus all of it's techniques can be applied underwater harnessing Water Materia albeit at half the distance not to mention at slower speeds unless the user is capable of refined underwater movement. Whether it be a boost, disruption, or attack due to what it harnesses it is able to be easily detected by Displacement Sensory (Wind or Water). It should also be noted that to utilize this style properly, brutal training is required (1000 Word Weekly Training), focusing on the legs and tendons of the body a great deal. Flexibility, reactions, and speed; all acting as vital parts for the Shockwave Fist. Rank - Wind/Water Materia Capable of Harnessing (Taijutsu Extension in Ft) D - D (Wind = 1, Water = 6 Inches) C - 2 D (Wind = 2, Water = 1) B - 3 D (Wind = 3, Water = 1 ft 6 Inches) A - 4 D (Wind = 4, Water = 2) S - 5 D (Wind = 5, Water = 2 ft 6 Inches)
No of Weekly Training - Minimum P.T Running to utilize a Shockwave Fist Technique None - 10 1 - 9 2 - 8 3 - 7 4 - 6 5 - 5
Name: Shock-Wave Fist: Fall Classification: Taijustu Rank: D (Variable Recoil) Class: offensive Range: Contact (Ground/Water Surface), Contact (Launch)
Description:The most basic technique of the style, this focuses on the user learning how to harness displaced materia, and release it. Creating momentum from falling off a point, the user harnesses the latent wind or water materia as they fall prior to landing to slow their landing. The energy creates a cushion, saving them from the fall, and launching them back upwards up to a set amount in the air. If used correctly, this can be used to negate fall damage in exchange for sustaining recoil damage equal to the rank of the technique or strength used to thrown them downward. The fall speed of the user is slowed by a set amount based on the average running speed of the user, meaning the faster the user has been moving before stopping to use this technique the higher velocity they are knocked flying at & if they smash into anything during their flight they may sustain additional damage. Average Running Speed (Speed of Victim) - Upward Mobility upon Landing - Str Halted with (Launch Distance Modifier) D (1 Tier Level) - 1 ft - D (1x) C (2 Tier Levels) - 2 ft - C (2x) B (3 Tier Levels) - 3 ft - B (3x) A (4 Tier Levels) - 4 ft - A (4x) S (5 Tier Levels) - 5 ft - S (5x)
Name: Shock-Wave Fist: Point Classification: Taijustu Rank: D (D-rank Recoil) Class: Offensive Range: Contact
Description: Created to teach those to learn the style how to 'control' the power, it is done by running forward, and casting out a single finger as they stop. The force sent outward is very pinpoint, and, with enough, can obviously have high penetrative power. Yet, as a basic technique, it inflicts very little damage power (D-rank Physical Dmg), if any at all. It is primarily used as a distraction or to interrupt hand seals by jabbing at their hand with the user's finger to inflict stinging pain upon contact. Like all Shock-Wave Fist techniques the speed of this technique is based on the average running speed of the user, meaning the faster the user has been moving before stopping to use this technique the more dangerous it is. Average Running Speed (Hand Seal Speed Interrupted) - Pain Inflicted - Str Halted with (Defense Piercing) D (D-rank-) - D - D (D) C (D-rank) - 2 D - C (C) B (Swift Release) - 4 D - B (B) A (D-rank++) - C - A (A) S (C-) - B - S (S)
Name: Shock-Wave Fist: Road Classification: Taijustu Rank: C (C-rank Recoil) Class: Offensive Range: Short
Description: Dashing forward, the user drags a foot over the ground as they stop, forming a single-lane shock-wave trailing behind them. Because of the way the technique is conveyed, it doesn't have as much direct power as the other techniques however is can cause a victim to stumble unless they possess a D-rank Balancing technique if they are on the same surface as the user. What it is used for however is attacking those either underground (Wind Materia) or Underwater (Water Materia) while the user is running on land or water. This trail extends 5 feet behind the user however it's depth uses the user's strength as a distance modifier. Like all Shock-Wave Fist techniques the speed of this technique is based on the average running speed of the user, meaning the faster the user has been moving before stopping to use this technique the more dangerous it is. Average Running Speed (Speed of Road) - Physical Dmg Inflicted - Str Halted with (Depth Distance Modifier) D (D-rank-) - D - D (1x) C (D-rank) - 2 D - C (2x) B (Swift Release) - 4 D - B (3x) A (D-rank++) - C - A (4x) S (C-) - B - S (5x)
Name: Shock-Wave Fist: Push Classification: Taijustu Rank: D (D-rank Recoil) Class: Offensive Range: Contact, Short-Mid (Knockback)
Description:Created to emphasize the ability of power in the style, the user rushes themselves forward, stopping as they push their hand or foot against an opponent. Their momentum is conserved by harnessing Wind/Water Materia which is what is used to push a victim back unless they root themselves in place with strength exceeding that utilized by the user when they stop. Under normal circumstances it pushes a victim back 10 feet however underwater it only pushes them back up to half of that (5 feet) As the only technique requiring actual physical contact with an opponent, it is mainly used to create an opening, and act to mislead an opponent to thinking the user requires physical contact to use the Shock-Wave Fist. The speed the victim travels through the air is based on the average running speed of the user, meaning the faster the user has been moving before stopping to use this technique the higher velocity they are knocked flying at & if they smash into anything during their flight they may sustain additional damage. Average Running Speed (Speed of Victim) - Pain Inflicted - Str Halted with (Knock-back Distance Modifier) D (D-rank-) - D - D (1x) C (D-rank) - 2 D - C (2x) B (Swift Release) - 4 D - B (3x) A (D-rank++) - C - A (4x) S (C-) - B - S (5x)
Name: Shock-Wave: Step Classification: Taijustu Rank: C (C-rank Recoil) Class: Supplementary Range: Self, Varies (Based on Strength Modifier)
Description:The user runs forward, and stops, pushing against the ground with a single foot, releasing their harnessed materia like a shock-wave. The materia, releases itself in a circular pattern near the size of the user's foot, serving to launch them forwards at high-speeds. However, because it acts as a single step, it can act as a jump-start, allowing the person to leap beyond their physical boundaries for speed, or even as a pseudo C-rank Aerial or Aquatic movement technique. This technique often acts as a set up for other techniques of the style, or as a dodging aid. With the amount of strain it can put on the body if used repeatedly, it is regarded as a dangerous, albeit extremely useful, technique of the fighting style. The speed the user propels themselves through the air/water is based on the average running speed of the user, meaning when in mid-air or underwater they can suddenly accelerate at quicker speeds by harnessing the latent wind/water materia around them. Average Running Speed (Aerial/Aquatic Movement Speed) - Jump Distance - Str Jumping with (Additional Jump Height) D (C-rank-) - 5 ft - D (+5) C (C-rank) - 10 ft - C (+10) B (Bullet Release) - 15 ft - B (+15) A (C-rank++) - 20 ft - A (+20) S (B-) - 25 ft - S (+25)
Name: Shock-Wave Fist: Grind Classification: Taijustu Rank: C (C-rank Recoil) Class: Offensive Range: Contact, Short (Knock-back)
Description:The user runs forward, kicking outward as they stop, flipping as the kick emerges. With the flip, they twist their body, landing on a single hand. The energy, transferred by the kick and flip, produces a rotational downward projectile from the leg, allowing it to 'grind' the opponent upon impact to inflict C-rank physical damage. The nature of the attack makes it mostly act as a knock-back, and with enough speed and/or force, friction burns, or even possibly dealing recurrent damage if they lack Defense Tiers. As with the other techniques of the style, it is largely dependent on the user's skill as to how it will preform. It acts, mainly, as a test to show that one is ready to begin truly learning past the basics. The amount of time in posts (total) that the victim sustains recurrent physical damage is based on the average running speed of the user, meaning the faster the user has been moving before stopping to use this technique the more effective this technique is. Average Running Speed (P.T Recurrent Dmg) - Knockback - Str Halted with (Def Req. to Negate Recurring Dmg) D (1) - 5 feet - D (N/A) C (2) - 10 feet - C (D) B (3) - 15 feet - B (C) A (4) - 20 feet - A (B) S (5) - 25 feet - S (A)
Last edited by King Rashim on 7th January 2021, 3:08 pm; edited 2 times in total | |
| | | Elias
Posts : 1483 Join date : 2015-12-05
| Subject: Re: Alan's Justu 7th January 2021, 2:10 am | |
| - King Rashim wrote:
- Name: Rolling
Classification: Supplementary Rank: Varies Class: Ability Range: Varies
Description: A Ronin ability that allows Alan to roll objects of varying size so long as they are not living causing them too move about at speeds depending on the situation and momentum presented. This ability encompasses what could be called Alan's fighting style allowing him too move things around for varying effects. However despite it being as simple as rolling the ability actually holds true to physics causing anything "Rolled" to actually begin a Pure Roll allowing the point of contact of the object to not move while in motion meaning if a chair is rolled it will actually stay straight up while in movement due to being pure rolled. Due to objects moving under the principle of Pure rolling once they begin moving they will require friction(Stamina or chakra cost acts as the intiation) however it will not require further stimulant after it starts moving and unless stopped it will keep going indefinitely. Size - Chakra/Stamina(cost in ranks) - Roll Speed Tiny - 3D/2/E Small -6D/2/D Humanoid - 1C+3D/4/C Medium (S) - 2C/4/C Medium (M) - 2C/6/B Medium (L) - 3C/6/B Medium (XL) - 2B+1C /8/A Large (S) - 3B/8/A Large (M) - 3B/12/S Large (L) - 3B+1C/12/S Large (XL) - 3A/15/SS
- Golf Pro:
Name: Golf Pro Classification: Kenjustu Rank: D Class: Varies Range: Varies
Description: Armed with a golf club Alan can begin one of his favorite pass time's Golf. He uses anything he is able to roll and further augments the objects movement through hitting it with the golf club whilst already in a roll, in doing this Alan can do a couple of things; he can mainly aim specific techniques however along with that he can Drive(Increase Speed), Pitch(Alter Path) and Putt(Attack).
Name:Golf Pro: The Starting Drive Classification:Kenjustu Rank: C Class:Offensive Range: Short-Mid(Depends on driver length)
Description: Alan begins a game of golf by initiating a Drive, by hitting the Driver into the rolled object Alan can accelerate the speed of the object slightly in the desired direction of the swing, the user can choose to cause a drive too stick to the ground and continue Rolling or they can do a "Proper Drive" causing it too lose it's roll but soar faster. Str Rank - Grounded (Initial Spin Speed Boost keeps roll) - Proper Drive(Loses Roll) D - None - 1 Tier Level C - 1 Tier Level - 2 Tier Levels B - 2 Tier Levels - 3 Tier Levels A - 3 Tier Levels - 4 Tier levels(1-Rank) S - 4 Tier Levels(1-Rank) - 4 Tier Levels(1-Rank)
- Baseball Pro:
Name: Baseball Pro Classification:Fighting Style Rank: D Class:Offensive Range:Contact, Varies (Based on Wind Materia Harnessed)
Description: Another one of Alan's favorite games to play is baseball; Unlike normal Alan has a object he is using begin starting motionless, he then rolls it and strikes it at the same time causing it to speed up immensely with extreme acceleration, and then stop upon hitting the something. The force generated from the swing coupled with the rolled object is carried away from the object, allowing perpetually unlimited range so long as the momentum is sufficient. Because of its nature, it can be confused with Ninjutsu, and regarded as such repeatedly. However, with the lacking use of chakra, it is far from such; making it ideal against those that might be capable of absorbing techniques, and unknowing to what a technique actually is. Considering how it acts, it is also associated with the Fūton nature; this is due to harnessing Wind Materia which stems from the wind sheer generated by accelerating along with the friction from the swing and the rolling effect being applied to form fire materia out of the wind and friction & thus all of it's techniques can be applied underwater harnessing Water Materia albeit at half the distance not to mention at slower speeds unless the user is capable of refined underwater movement. this style is able to be easily detected by Displacement Sensory (Wind or Water). Unlike with Shockwave fist this style due doubling the friction with impact(Str) and rolling(ronin ability) it causes fire materia too be formed. however at half the normal length. Str Rank - Fire/Water Materia Capable of Harnessing (Kenjustu Extension in Ft) D - D (Fire = 6, Inches Water = 6 Inches) C - 2 D (Fire = 1, Water = 1) B - 3 D (Fire = 1 ft 6 Inches, Water = 1 ft 6 Inches) A - 4 D (Fire = 2, Water = 2) S - 5 D (Fire = 2 ft 6 Inches, Water = 2 ft 6 Inches)
- Shockwave Fist:
Name: Shock-Wave Fist Classification: Fighting Style Rank: D Class: Offensive Range: Contact, Varies (Based on Wind Materia Harnessed)
Description:A speed-based fighting style, Shockwave Fist is a unique form of taijutsu using a concept known as the 'zero-hundred-zero' principle. Starting motionless, the user would increase their speed immensely with extreme acceleration, and then stop their movement immediately. The force generated is carried away from the user's body, allowing perpetually unlimited range of Taijutsu. However, the style comes with a major drawback; the amount of constant movement and braking, when used in a constant amount can cause the user's muscles to tear, predominantly in the areas they use to attack, although it does put strain over the entire body thus each technique of this style has a recoil price associated with it. Because of its nature, it can be confused with Ninjutsu, and regarded as such repeatedly. However, with the lacking use of chakra, it is far from such; making it ideal against those that might be capable of absorbing techniques, and unknowing to what a technique actually is. Considering how it acts, it is also associated with the Fūton nature; this is due to harnessing Wind Materia which stems from the wind sheer generated by accelerating and suddenly stopping while in air & thus all of it's techniques can be applied underwater harnessing Water Materia albeit at half the distance not to mention at slower speeds unless the user is capable of refined underwater movement. Whether it be a boost, disruption, or attack due to what it harnesses it is able to be easily detected by Displacement Sensory (Wind or Water). It should also be noted that to utilize this style properly, brutal training is required (1000 Word Weekly Training), focusing on the legs and tendons of the body a great deal. Flexibility, reactions, and speed; all acting as vital parts for the Shockwave Fist. Rank - Wind/Water Materia Capable of Harnessing (Taijutsu Extention in Ft) D - D (Wind = 1, Water = 6 Inches) C - 2 D (Wind = 2, Water = 1) B - 3 D (Wind = 3, Water = 1 ft 6 Inches) A - 4 D (Wind = 4, Water = 2) S - 5 D (Wind = 5, Water = 2 ft 6 Inches)
No of Weekly Training - Minimum P.T Running to utilize a Shockwave Fist Technique None - 10 1 - 9 2 - 8 3 - 7 4 - 6 5 - 5
Name: Shock-Wave Fist: Fall Classification: Taijustu Rank: D (Variable Recoil) Class: offensive Range: Contact (Ground/Water Surface), Contact (Launch)
Description:The most basic technique of the style, this focuses on the user learning how to harness displaced materia, and release it. Creating momentum from falling off a point, the user harnesses the latent wind or water materia as they fall prior to landing to slow their landing. The energy creates a cushion, saving them from the fall, and launching them back upwards up to a set amount in the air. If used correctly, this can be used to negate fall damage in exchange for sustaining recoil damage equal to the rank of the technique or strength used to thrown them downward. The fall speed of the user is slowed by a set amount based on the average running speed of the user, meaning the faster the user has been moving before stopping to use this technique the higher velocity they are knocked flying at & if they smash into anything during their flight they may sustain additional damage. Average Running Speed (Speed of Victim) - Upward Mobility upon Landing - Str Halted with (Launch Distance Modifier) D (1 Tier Level) - 1 ft - D (1x) C (2 Tier Levels) - 2 ft - C (2x) B (3 Tier Levels) - 3 ft - B (3x) A (4 Tier Levels) - 4 ft - A (4x) S (5 Tier Levels) - 5 ft - S (5x)
Name: Shock-Wave Fist: Point Classification: Taijustu Rank: D (D-rank Recoil) Class: Offensive Range: Contact
Description: Created to teach those to learn the style how to 'control' the power, it is done by running forward, and casting out a single finger as they stop. The force sent outward is very pinpoint, and, with enough, can obviously have high penetrative power. Yet, as a basic technique, it inflicts very little damage power (D-rank Physical Dmg), if any at all. It is primarily used as a distraction or to interrupt hand seals by jabbing at their hand with the user's finger to inflict stinging pain upon contact. Like all Shock-Wave Fist techniques the speed of this technique is based on the average running speed of the user, meaning the faster the user has been moving before stopping to use this technique the more dangerous it is. Average Running Speed (Hand Seal Speed Interrupted) - Pain Inflicted - Str Halted with (Defense Piercing) D (D-rank-) - D - D (D) C (D-rank) - 2 D - C (C) B (Swift Release) - 4 D - B (B) A (D-rank++) - C - A (A) S (C-) - B - S (S)
Name: Shock-Wave Fist: Road Classification: Taijustu Rank: C (C-rank Recoil) Class: Offensive Range: Short
Description: Dashing forward, the user drags a foot over the ground as they stop, forming a single-lane shock-wave trailing behind them. Because of the way the technique is conveyed, it doesn't have as much direct power as the other techniques however is can cause a victim to stumble unless they possess a D-rank Balancing technique if they are on the same surface as the user. What it is used for however is attacking those either underground (Wind Materia) or Underwater (Water Materia) while the user is running on land or water. This trail extends 5 feet behind the user however it's depth uses the user's strength as a distance modifier. Like all Shock-Wave Fist techniques the speed of this technique is based on the average running speed of the user, meaning the faster the user has been moving before stopping to use this technique the more dangerous it is. Average Running Speed (Speed of Road) - Physical Dmg Inflicted - Str Halted with (Depth Distance Modifier) D (D-rank-) - D - D (1x) C (D-rank) - 2 D - C (2x) B (Swift Release) - 4 D - B (3x) A (D-rank++) - C - A (4x) S (C-) - B - S (5x)
Name: Shock-Wave Fist: Push Classification: Taijustu Rank: D (D-rank Recoil) Class: Offensive Range: Contact, Short-Mid (Knockback)
Description:Created to emphasize the ability of power in the style, the user rushes themselves forward, stopping as they push their hand or foot against an opponent. Their momentum is conserved by harnessing Wind/Water Materia which is what is used to push a victim back unless they root themselves in place with strength exceeding that utilized by the user when they stop. Under normal circumstances it pushes a victim back 10 feet however underwater it only pushes them back up to half of that (5 feet) As the only technique requiring actual physical contact with an opponent, it is mainly used to create an opening, and act to mislead an opponent to thinking the user requires physical contact to use the Shock-Wave Fist. The speed the victim travels through the air is based on the average running speed of the user, meaning the faster the user has been moving before stopping to use this technique the higher velocity they are knocked flying at & if they smash into anything during their flight they may sustain additional damage. Average Running Speed (Speed of Victim) - Pain Inflicted - Str Halted with (Knock-back Distance Modifier) D (D-rank-) - D - D (1x) C (D-rank) - 2 D - C (2x) B (Swift Release) - 4 D - B (3x) A (D-rank++) - C - A (4x) S (C-) - B - S (5x)
Name: Shock-Wave: Step Classification: Taijustu Rank: C (C-rank Recoil) Class: Supplementary Range: Self, Varies (Based on Strength Modifier)
Description:The user runs forward, and stops, pushing against the ground with a single foot, releasing their harnessed materia like a shock-wave. The materia, releases itself in a circular pattern near the size of the user's foot, serving to launch them forwards at high-speeds. However, because it acts as a single step, it can act as a jump-start, allowing the person to leap beyond their physical boundaries for speed, or even as a pseudo C-rank Aerial or Aquatic movement technique. This technique often acts as a set up for other techniques of the style, or as a dodging aid. With the amount of strain it can put on the body if used repeatedly, it is regarded as a dangerous, albeit extremely useful, technique of the fighting style. The speed the user propels themselves through the air/water is based on the average running speed of the user, meaning when in mid-air or underwater they can suddenly accelerate at quicker speeds by harnessing the latent wind/water materia around them. Average Running Speed (Aerial/Aquatic Movement Speed) - Jump Distance - Str Jumping with (Additional Jump Height) D (C-rank-) - 5 ft - D (+5) C (C-rank) - 10 ft - C (+10) B (Bullet Release) - 15 ft - B (+15) A (C-rank++) - 20 ft - A (+20) S (B-) - 25 ft - S (+25)
Name: Shock-Wave Fist: Grind Classification: Taijustu Rank: C (C-rank Recoil) Class: Offensive Range: Contact, Short (Knock-back)
Description:The user runs forward, kicking outward as they stop, flipping as the kick emerges. With the flip, they twist their body, landing on a single hand. The energy, transferred by the kick and flip, produces a rotational downward projectile from the leg, allowing it to 'grind' the opponent upon impact to inflict C-rank physical damage. The nature of the attack makes it mostly act as a knock-back, and with enough speed and/or force, friction burns, or even possibly dealing recurrent damage if they lack Defense Tiers. As with the other techniques of the style, it is largely dependent on the user's skill as to how it will preform. It acts, mainly, as a test to show that one is ready to begin truly learning past the basics. The amount of time in posts (total) that the victim sustains recurrent physical damage is based on the average running speed of the user, meaning the faster the user has been moving before stopping to use this technique the more effective this technique is. Average Running Speed (P.T Recurrent Dmg) - Knockback - Str Halted with (Def Req. to Negate Recurring Dmg) D (1) - 5 feet - D (N/A) C (2) - 10 feet - C (D) B (3) - 15 feet - B (C) A (4) - 20 feet - A (B) S (5) - 25 feet - S (A)
Staff: Approved unless Aurielle finds something she wants fixed. | |
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