Info No Name Island's MA Library

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  1. joby

    joby

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    The Martial Arts Library

    On a strange deserted island, there lives and even stranger little old man by the name of Every T. No Name. He is the World's Greatest Martial Artist. On his No Name Island he holds books with information on all custom fighting style techniques. Those with a kind heart and a thirst for knowledge may come and peruse his collection. (If you have a GM APPROVED custom martial art or DF technique you don't see listed here, please PM to @joby and I will put it here)

    [​IMG]
    "Oi! The Hell you want!? Make sure you put everything back in its place ye' hear?!"​
    --- Double Post Merged, May 29, 2018, Original Post Date: May 29, 2018 ---
    --------------------------------------------------------------

    CUSTOM DEVIL FRUIT TECHNIQUES

    @Larsi

    -Funsai-ki (粉砕機 Funsai-ki, literally meaning "Pulverizer"):
    Focusing energy into either his fist or leg, Larsi sends many smaller vibrations into the ground. Depending on the force used, it softens the ground to different degrees. Either so soft that both he and anyone else sinks, or less soft so that his large feet keeps him from sinking, but smaller people sink.
    (31 mastery, 11 Strength) Destructive Potency Rank: D

    -Shindō ha (振動刃 Shindō ha, literally meaning "Vibro Blade"): Straightening his hand flat, Larsi starts to vibrate said hand with microscopic vibrations at a very high frequency. Using this, Larsi can either stab or chop with his hand, cutting through even the hardest of metals as if they were butter.
    (71 mastery, 31 Strength) Destructive Potency Rank: S

    -Shōgeki Yūhatsu (衝撃誘発 Shōgeki Yūhatsu, literally meaning "Shock Induce"): Sending heavy vibrations at high speeds throughout his body at an immense vibrations, Larsi sends his body into momentary shock, rapidly increasing his adrenaline. The adrenaline rush lasts for up to 3 turns, and during that he feels no pain, and his speed and strength is increased by 10 each. For each turn the adrenaline lasts, Larsi will be weakened for one turn, lowering his speed and strength by 10, as well as his vitality by 20.
    (81 mastery)

    -Shindō Ryōhō(振動療法 Shindō Ryōhō, literally meaning "Vibration Therapy"): Focusing energy into his arm or leg, Larsi sends small vibrations into his opponent upon clashing with them. The vibrations will travel to their head, shaking them so that they lose their equilibrium temporarily.
    (61 mastery)

    -Shokkubaria(ショックバリア Shokkubaria?, literally meaning "Shock Barrier"): Placing his palms against each other and holding them like that, Larsi expels vibrations all around him in a steady pattern, effectively creating a barrier all around him, pushing away most attacks, especially non-solid ones such as energy blasts. This lasts for as long as Larsi wants it to, but he can not do a lot of moving while maintaining it.
    (41 Mastery) Destructive Potency Rank: B

    -Bakufū(爆風 Bakufū, ?, literally meaning "Blastwave"): Violently slamming his palms against each other, Larsi sends vibrations throughout his body that then explodes from him in all directions, blowing away and attempting at destroying anything nearby.
    (61 Mastery, 41 Strength) Destructive Potency Rank: A
    (81 Mastery, 61 Strength) Destructive Potency Rank: S

    -Shokkukābu(ショックカーブ Shokkukābu, literally meaning "Shock Curve"): Mostly used as a supplement to other techniques, this technique allows Larsi to change trajectory of his quakes after they have been sent off, allowing him to use a more versatile fighting style.
    (100 mastery, 41 reaction speed.)

    -Shokkukābu: Hikō (ショックカーブ: 飛行 Shokkukābu: Hikō, literally meaning "Shock Curve; Flight"): Holding his arms out to the side and palms facing open facing downwards, Larsi sends out a continuous stream of harmless shockwaves, strong enough to hold him airborne. However, using his extensive control of his devil fruit, he then curves the shockwaves, so that they come around and push him up from below, essentially allowing him to fly.
    (100 mastery, 61 reaction speed, 61 stamina.)

    -Shindō Shōheki(振動障壁 Shindō Shōheki, literally meaning Vibration Barrier): Larsi expels vibrations from all over his body in a continuous manner, reducing the force of any attack hitting him. This technique has a few stages:
    -41 Mastery(minimum requirement): Reduces incoming attacks by 1 Destructive Potency Level. 4 turn cooldown. Can not move while using.
    -81 Mastery: Allows the user to move while using this technique. 3 turn cooldown.
    -100 Mastery: Reduces incoming attacks by 2 Destructive Potency Levels. 2 turn cooldown

    -Sāfuappu(サーフアップ Sāfuappu, literally meaning Surfs Up):Used while aboard a ship.Larsi 'grabs' the air, destabilising the water beneath him, forming a tidal wave under the ship, lifting it high up in the air. Carrying the ship several hundred meters, the wave then dies out, letting the ship down not so gently. This can be used to get a good head start, or bypass an obstacle.
    (Requires 81 Mastery)

    -Watashi no Chīsana Tomodachi ni Aisatsu(私の小さな友達に挨拶 Watashi no Chīsana Tomodachi ni Aisatsu, literally meaning Say Hello To My Little Friend): Used on a ship or on the side of water, Larsi punches the air, causing it to crack, sending the vibrations into the water around him. Doing so causes the water to form a huge tidal wave facing away from Larsi, draining the water in front of the wave to feed it in size and lower any objects in the water even further under the wave, before the wave moves forward, attempting to crush and bury anything in its path.
    (Requires 81 Mastery)Destructive Potency Rank: A

    -Kabutowari: Hassha-tai(兜割: 発射体 Kabutowari: Hassha-tai, literally meaning "Helmet Break: Projectile"): Larsi focuses his great power into a small, spherical area, otherwise known as a hypocenter around his fist, just like with the original version of this technique. However, through higher levels of mastery he is able to contain the bubble even as it leaves his hand. By doing so, he can throw the bubble, causing it to explode upon impact.
    (100 mastery, 71 strength) Destructive Potency Rank: S

    (120 mastery, 71 strength) Destructive Potency Rank: S+

    Awakening(Unavailable as of yet):

    -Mezame: Undōryō no Sai Riyō(目覚め:運動量の再利用 Mezame: Undōryō no Sai Riyō, literally meaning "Awakening: Momentum Repurpose"): Upon awakening his devil fruit, Larsi obtained the power to absorb vibrations and use them for his own energy. He can absorb the force of a shockwave, the force of hitting the ground at high speeds, blunt attack, cannon ball or the shock sent into his body upon blocking an attack, and other similar forces, except for haki(unless countered with his own haki). After absorbing he can either release it for the same strength, strengthen it with his own energy, upping it one level of potency, or store the energy momentarily before releasing it.(120 mastery, 90 Durability)

    @joby
    —Gomu gomu no: “wave” punch—
    Throwing his arm back over his shoulder causing it to stretch back anywhere from 1-(gomu mastery) meters, Joby then swings it back down like a backfist across his body attempting to strike his oponent in a downward diagonal arc. Using his shoulder as the pivot point of the strike, once the first pass has been made—regardless of whether or not the first strike is successful or dodged—Joby swings the stretched arm back around, this time striking diagonally downward across his opponent’s body with a downward “reverse” hammer fist, making an “X” pattern before swinging back around to its starting position (thrown back over joby’s opposite shoulder).

    By continually swinging his arm like a thick rubber whip with an iron ball at the end of it, Joby can maintain the length of his stretched arm. The arm will quickly snap back to normal when Jobymamushi tenses the muscles in his shoulder to jerk the arm back, ending the technique.
    (21 DF mastery, 41 strength, 21 durability)

    DPR: C
    [​IMG]
    (Starting position plus a forward dash)

    —Gomu Gomu no Butterfly Wave Punch—
    Same as Wave Punch but with both arms, so twice as hard to dodge and twice as many strikes for the same amount of time. (31 mastery, 41 strength, 21 durability, 41 stamina)
    DPR: C
    [​IMG]

    —Gomu Gomu no Nozumamushi (nose viper)—
    Whipping his head around while allowing his nose to stretch out and swing around, the intention of the strike is to hit the oponent across their face, weapon, arm, shoulder, or side of their leg, using the momentum of the strike—not so much to damage the oponent—but more to cause their body to pivot in place, turning away from Joby so that their back is facing him, giving a more advantageous position to attack from with a stronger blow. (21 mastery, 41 reaction speed, 21 movement speed)
    DPR: D
    [​IMG]

    —Gomu Gomu no: “Arrow” Punch!—
    Executed like a gomu gomu no: pistol, but instead of using a closed fist, Joby attacks with the tips of his fingers (pulling his thumb back tight and keeping his fingers outstretched, straight and held together like a spear). This technique is good for causing greater damage to a smaller target area. If total scaled damage of the strike is a tier higher than the target's durability, joby’s hand will actually puncture the target like a sword.
    (61 mastery, 51 strength)
    DPR: A

    --Gomu Gomu no: "Rubber Tiger"--
    Jobymamushi completely relaxes his arm and flicks it out toward his target, while holding his hand in a "Tiger's Claw" position. This technique resembles "Snake shot" and can follow its target (to a certain extent) if they dodge. As soon as Joby's tiger claw strikes its target, his five fingers dig in and grab hold tightly as he completes the technique by tensing all the muscles in his body, causing the previously relaxed and wiggly rubber arm to violently snap taught, forcing all of the vibration into the opponent's body. This attack causes an equal amount of damage to disperse throughout the opponent's body and causes nausea and vertigo for the following turn (by violently vibrating the internal organs and inner ear).
    (61 mastery, 61 Strength, 61 Reaction)
    DPR: C

    --Gomu Gomu no: "Rubber Monkey"--
    Joby dashes around in an evasive manner as he flings his arms behind himself, completely relaxed and wiggly, then flicks them horizontally toward either side of his opponent's head, attempting to clap their ears with open, cupped palms. This is not grievously damaging, but it is incredibly disorienting and will cause a painful ringing in both ears and a "head underwater" feeling for 2 full turns. Any currently active stat changes from musicians are canceled as soon as this attack lands. After both palms strike the opponent's ears, Joby's rubber arms slap together violently, propelling a ripple of force up his outstretched arms into Joby's palms causing his opponent to be thrown back a distance as his arms snap back to normal.
    (Mastery 61, strength 21, movement speed 21)
    DPR: C

    --Gomu Gomu no: "10,000 Arrow Punch"--
    While in Gear 2, Jobymamushi executes a rapid fire version of gomu gomu no: "arrow punch" essentially a 'jet-gattling gun' version of Joby's attack. The difference being that, attacking with the tips of his fingers causes the force to be concentrated into a much smaller space, and in this version, Jobymamushi focuses on striking a single point dozens of times in a second.
    (61 Mastery, 51 Strength)

    DPR: A

    —GOMU GOMU NO: “HARD RUBBER”—
    Requirements: changes with stages
    Description: contracting the soft tissue of his body to such a degree that his body actually compresses slightly (down to 2/3rds his normal size so in joby’s case from 11ft to 7ft) jobymamushi turns his body harder than iron. Because his body is still rubbery, this does not effect his mobility.(active for one turn).
    41 mastery: +1 rank of durability (4 turn cool down) ex)bullets ricochet off but swords still cut and stab.
    61 mastery: +1 rank of durability for blunt and sharp damage.(4 turn cool down)
    81 mastery: +1 rank of durability for blunt and sharp damage.(3 turn cool down)
    100 mastery: +2 rank of durability for all attacks. (2 turn cool down)

    --Gomu Gomu no: "Black Tiger"--
    Jobymamushi's version of 'Red Hawk,' executed with a "Tiger's Claw" as opposed to a closed fist. While in Gear 2, Jobymamushi flings his arm back, stretching it as far as it goes, and covers it in armament haki hardening. He then quickly dashes forward toward his opponent as fast as he can, as the arm snaps back at such speeds that it actually catches fire! Aside from being Jobymamushi's fastest and strongest punch, "Black Tiger" also causes burning damage as a large fireball shoots out the other side of where Jobymamushi strikes his opponent. This technique also leaves a single, deep black bruise in the shape of a tiger's paw on the opposite side of the body where the strike landed.
    (91 Mastery, 81 movement speed, 81 strength)

    DPR: S

    @Portgas D. Xatch
    Skeletal survival- having no skin, blood, vital organs, etc... My character is much harder to damage and injure than normal people, also minor temperatures and elemental extremes are not an issue, heat, cold, fire, electricity etc.. (Example, ID freezing hell wouldn't make me cold, but the chilly fruit would still work)

    Bone tracking- if I give out pieces of my bones to allies, or hide them on an opponent, I can find them easier, knowing the General direction of my missing bones. Only works in small areas, doesn't replace vivre cards.

    Astral projection- can enter a soul form that can leave my physical body, and go through walls, used for scouting or perversion mostly, my physical body is immobile and vulnerable during this process.. Mastery 41... Range=mastery in meters

    Yomi Yomi pistol- Throwing a hard punch at the air, the fist is detached to create a flying punch... The fist can stay closed for a punch, or open to grab and latch onto the opponent... The fist will need to be retrieved, at higher mastery of can crawl back..
    41mastery, 41str, 41spd, C DPR

    Distal Flick-(similar to yomi pistol, plus shigan) the user flicks the first tip of his finger at really high speeds, creating a bone bullet, can only do it 8 times individually, or 2x with 4 bones or 1x with all 8 at once..(thumbs don't count), the bones can be recovered and used again.. 41mastery, 41str, 41spd... Single distal D dpr, 4xshot Cdpr, 8x shot B dpr (needs to be close)

    Bone Whip/Staff- Removing my tail, it can be used as whip while flaccid, and as a Staff whilst erect... Whatever the mood calls for... In whip form the tail can outstretch to nearly 11ft, can grab objects, and can act as a bone saw if it wraps around body parts... In Staff form it compresses to 9-10ft, but is better for defense... 41mastery, 41str, 41spd, C DPR

    Bone Drill- Rotating my wrist at high speeds and using my bony fingers as claws, a drill like function is achieved, greatly increasing the lethality of my punch....41ma, 41str, B dpr

    Skeleton cyclone/Bone Tornado
    Skeleton cyclone- the user rotates their upper body rapidly, while the bottom half moves freely, similar too a tank turret. This creates an area of effect that allows the user to inflict light damage on multiple targets, while moving, or can be used defensively to help break up shrapnel like attacks.
    31mastery 31str 21mov C dpr

    Bone tornado- A more advanced version of skeleton cyclone, the user increases their spin speed further, and releases non essential bones into the cyclone, creating a sharp high-speed shrapnel inside the area of effect.
    51 mastery, 51str, 41mov B dpr


    Yomi Yomi Rifle- Same as Yomi Pistol (derived from Gomu pistol/rifle), except my fist rotates like drill claw/punch to increase damage
    41Df, 41 Str B

    Yomi Yomi bazooka- striking their opponent with both instantaneously with a double open palm strike with both hands, then detaching both fists to keep hold of the opponent as they fly. A very risky move since it leaves the user with no hands. Mostly used as a finisher, or when a hit is guaranteed.
    41DF, 41 Str B

    Finger Drill(s)- When gripped by My Bony hand(s), my fingers start to rotate and dig into their target, increasing grip strength, and damage overtime.
    31Df, 31 Str C (but can act as a damage over time effect, or will increase damage if not removed)
     
    Last edited: Jun 16, 2018
  2. joby

    joby

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    CUTOM MARTIAL ARTS TECHNIQUES:


    @Problematic
    Yoyutsu
    Requires 11 Yoyutsu Mastery and 11 Reaction Speed
    No Rank

    Requirements: 21 Yoyutsu Mastery

    Destructive Potency Rank: None

    Description: The user quickly spins the yoyo through a trick that winds the yoyo over its own string several times to leave the wire wound between the fingers in a manner that resembles the old favorite string "Bridge" trick. Using this small rectangle of wire reinforced over itself, the user can halt more basic physical attacks even when done with a weapon. Given the user's high level of skill, this technique can be prepared in under a second.
    Requirements: 21 Yoyutsu Mastery ; 21 Strength

    Destructive Potency Rank: None

    Description: The main reason to use the Bridge Lock rather than the quicker method of simply dodging, the user follows up the block by attempting to quickly entangle the offending weapon in wire and take control of it from the enemy's hands.
    Requirements: 21 Yoyutsu Mastery

    Destructive Potency Rank: None

    Description: The yoyo spews out an instant or timed detonation of a thick smokescreen to aid in hiding for whatever reason may be necessary ...or just to be really dramatic about a heroic entrance or exit. Enough smoke is ejected to fill a small house and make visibility low, though it can also be regulated down to a quick plume.
    D Rank

    Requirements: 11 Yoyutsu Mastery ; 11 Strength

    Destructive Potency Rank: D

    Description: The user flails the yoyo outward in a quick attack that spins vertically all the way around the user's hand before returning. The execution can be incredibly quick since it only requires a flick of the wrist.
    Requirements: 21 Yoyutsu Mastery ; 11 Strength ; 21 Reaction Speed

    Destructive Potency Rank: D

    Description: Starting much the same as the original Around the World, this time the user continues the spin, turning the yoyo into a fast spinning projectile that doesn't stop until the user wishes it to end.
    Requirements: 21 Yoyutsu Mastery ; 11 Strength

    Destructive Potency Rank: D

    Description: Following up from the basic Walk the Dog trick, a flick of the wrist causes the yoyo to jump in an attempt to snare one or both legs in the trap.
    Requirements: 11 Yoyutsu Mastery ; 11 Strength

    Destructive Potency Rank: D

    Description: Once an opponent has been snared by a yoyo's wire, the user spins rapidly, dragging the opponent off their feet to fly around by the wire until the user smashes them into an object or another person.
    Requirements: 21 Yoyutsu Mastery

    Destructive Potency Rank: D

    Description: The yoyo can be timed to self destruct, more often used to stun a room than to actually inflict any real damage. It would probably hurt if you were standing right on top of it and caught some shrapnel, but mostly it just makes a really loud bang and flash and leaves a black spot on your new carpet.
    C Rank

    Requirements: 11 Yoyutsu Mastery ; 21 Strength

    Destructive Potency Rank: C

    Description: This move is a straight shot forward with the yoyo, more than likely aiming for a surprise throw toward the opponent's face or neck to inflict as much damage as possible. A miss can transition into a Garrote Shot or a Leg Love.
    Requirements: 21 Yoyutsu Mastery ; 21 Strength

    Destructive Potency Rank: C

    Description: Much like the Breakaway Shot, but it attempts to wrap the line of cord around the opponent's neck to painfully strangle them into submission.
    Requirements: 21 Yoyutsu Mastery

    Destructive Potency Rank: C

    Description: Rather than aiming for the leg, a stronger flick of the wrist than Leg Love during Walk the Dog attempts to jump the yoyo higher for a strike at the opponent's groin from between their legs.
    Requirements: 21 Yoyutsu Mastery ; 11 Strength ; 21 Reaction Speed

    Destructive Potency Rank: C

    Description: Used as a supplement in battles that are needed to be taken more seriously, the user can reveal a series of napalm spewing spigots that transform the yoyo into a spinning wheel of flame, giving every attack a much more dangerous variant, though catching the yoyo becomes almost impossible without first deactivating it. Devil's Yoyo and Devil's Ride can't be used on the same yoyo at the same time.


    @rominmusa

    (Requires 11 Minimum Mastery.Take same slot as zhu)


    >suihei (水平, horizontal) -

    A simple sword skill slashing horizontally.

    (11 Strength, 11 Mastery)

    Destructive Potency Rank: D


    >Suichoku(垂直,vertical) -

    A simple sword skill slashing vertically.

    (11 Strength, 11 Mastery)

    Destructive Potency Rank: D


    >Suihei enko (水平円弧, horizontal arc) -

    A flat two-part skill that involves a horizontal swing from left to right, followed by another horizontal swing in from right to left.

    (11 Strength, 15 Mastery)

    Destructive Potency Rank: D (each hit)


    >Suichoku ko(垂直弧,vertical arc) -

    A simple sword skill creating a 'V' shape medium range trajectory.

    (11 Strength, 11 Mastery)

    Destructive Potency Rank: D


    >Tsujikaze (Whirlwind) -

    A straight, long-ranged strike.

    (11 Strength,11 speed, 21 Mastery)

    Destructive Potency Rank: D


    >Ukifune (Floating Boat) -

    Knocks the opponent high into the air.

    (21 Strength,11 speed, 11 Mastery)

    Destructive Potency Rank: D


    >Spinning Shield -

    A defensive skill that involves spinning one's sword like a windmill, forming a half-transparent shield with the sword. Blocks projectiles with lower mastery than the users.

    (21 vitality,11 speed, 11 Mastery)


    >Meteor Break -

    A Martial Arts and One-Handed Sword composite skill that uses tackles to chain together strong attacks (7attacks)

    (20 Strength ,20 speed ,25 Mastery)

    Destructive Potency Rank: C (combined)


    >Meteor Fall -

    A Sword Skill that combines a punch with the user's right fist&left fist (alternatively) and a slash with a sword. The sword is thrown into the air before the first hit of the skill [RLRLRL (6 TIME TOTAL)+ SWORD SLASH ,R- RIGHT PUNCH, L- LEFT PUNCH]

    (25 Strength,25 speed,24 Mastery)

    Destructive Potency Rank: C

    undefined


    @Handsome



    >suihei (水平, horizontal) -

    A simple sword skill slashing horizontally.

    (11 Strength, 11 Mastery)

    Destructive Potency Rank: D


    >Suichoku(垂直,vertical) -

    A simple sword skill slashing vertically.

    (11 Strength, 11 Mastery)

    Destructive Potency Rank: D


    >Suihei enko (水平円弧, horizontal arc) -

    A flat two-part skill that involves a horizontal swing from left to right, followed by another horizontal swing in from right to left.

    (11 Strength, 15 Mastery)

    Destructive Potency Rank: D (each hit)


    >Suichoku ko(垂直弧,vertical arc) -

    A simple sword skill creating a 'V' shape medium range trajectory.

    (11 Strength, 11 Mastery)

    Destructive Potency Rank: D


    >Tsujikaze (Whirlwind) -

    A straight, long-ranged strike.

    (11 Strength,11 speed, 21 Mastery)

    Destructive Potency Rank: D


    >Ukifune (Floating Boat) -

    Knocks the opponent high into the air.

    (21 Strength,11 speed, 11 Mastery)

    Destructive Potency Rank: D


    >Spinning Shield -

    A defensive skill that involves spinning one's sword like a windmill, forming a half-transparent shield with the sword. Blocks projectiles with lower mastery than the users.

    (21 vitality,11 speed, 11 Mastery)


    >Meteor Break -

    A Martial Arts and One-Handed Sword composite skill that uses tackles to chain together strong attacks (7attacks)

    (20 Strength ,20 speed ,25 Mastery)

    Destructive Potency Rank: C (combined)


    >Meteor Fall -

    A Sword Skill that combines a punch with the user's right fist&left fist (alternatively) and a slash with a sword. The sword is thrown into the air before the first hit of the skill [RLRLRL (6 TIME TOTAL)+ SWORD SLASH ,R- RIGHT PUNCH, L- LEFT PUNCH]

    (25 Strength,25 speed,24 Mastery)

    Destructive Potency Rank: C

    undefined
    [/QUOTE]


    @Handsome

    - Predatory Stalking (stance)

    A combat stance in which the user assumes the attitude of a predatory animal and also tries to imitate the behavior of such. The beginning of the stance looks like a dog reacting to the "sit" command and when he moves, it is reminiscent of a stalking cat. This attitude helps to sneak up on enemies or persecute them without being seen immediately. Above all, it makes it easier to execute his jump and bite attacks.

    (21 Snapping Style, 21 Movement Speed, 41 Reaction)


    - Omoitai (重い鯛 „Heavy Snapper“)

    The user jumps in direction of his opponent and bites with his sharp teeth into his body. (offensive)

    (21 Snapping Style , 21 Strength, 21 Movement Speed) Destructive Potency Rank: C


    - Akatai (赤鯛 „Red Snapper“)

    Beforehand the user waits patiently for the opponent attack. At the right moment, he tries to dodge the attack (likely with his sword) and bites with his sharp teeth into the body. (defensive)

    (21 Snapping Style, 21 Strength, 21 Reaction) Destructive Potency Rank: C


    - Kamasu (カマス „Barracuda“)

    With a powerful jump the user flies towards his opponent and tries to bite, but not to stuck with his teeth into him. The goal is to bite something off in flight - this can be a body part, a weapon or something else from his target.

    (41 Snapping Style, 41 Strength, 41 Movement Speed, 41 Reaction Speed) Destructive Potency Rank: B


    - Kamasurōru (カマスロール „Barracuda Roll“)

    With a powerful jump, the user flies towards his opponent. During the flight, he tries to bite into him while spinning with his mouth open. Shortly after his teeth connect, he tries to hurl him away with the momentum and in the best case inflict a tearing injury.

    (41 Snapping Style, 41 Strength, 41 Movement Speed, 41 Reaction Speed) Destructive Potency Rank: B


    - Crevalle Jack

    The user jackknifes into the water and dives like a predatory fish after his target to stop him with a well-directed bite. Once packed, he tries to swim, thanks to his free arms, ashore.

    (underwater) (21 Snapping Style, 41 Strength, 41 Movement Speed) Destructive Potency Rank: D


    - Madaimai (マダイ舞 „Red Sea Bream Dance“) (Defensive stance)

    The user evades attacks underwater with artful swimming movements, which are reminiscent of rotating pirouette moves. The goal is to dodge attacks and get promptly back to the water surface.

    (underwater) (21 Mastery, 41 Movement Speed, 41 Reaction) Destructive Potency Rank: —


    A fighting style for dealing with a big sword compared to your own body measurements. Hence the name "Anago" which is Japanese and means "Conger", an eel species known for its enormous size. Basic sword strokes and movements are reminiscent of fencing moves, but the size of the sword requires a lot of force to guide, so some techniques are done with two hands. Most attacks are carried out for the reason with rotating movements, so the flow of the attacks with the help of the momentum won't be interrupted. With greater mastery, the range of attacks can be extended by a chain or other extensions. (21 Mastery, 21 Strength)


    - Furenchikisu (フレンチ キス „French Kiss“)

    The user takes his sword in both hands and runs in direction of his opponent. While running his sword is directed behind him – he takes a big horizontal swing and tries to hit his opponent directly. The swing will turn the user once around his own axis.

    (21 Mastery, 31 Strength, 21 Movement Speed) Destructive Potency Rank: C


    - Chonokisu 蝶のキス (蝶のキス „Butterfly Kiss“)

    The user wields his sword in one hand and stabs rapidly in the direction of his opponent with multiple straight sword strokes.

    (21 Mastery, 31 Strength) Destructive Potency Rank: C


    - Eakisu (エアキス „Air Kiss“)

    While jumping the user rolls forward while holding his sword in both hands. He uses the momentum of the role to send a huge intersecting air blast towards his target.

    (31 Mastery, 21 Strength, 41 Movement Speed) Destructive Potency Rank: C


    - Tan no mori タンの銛 (Tongue Harpoon)

    The user stabs his sword with extreme speed in the direction of the opponent. The force of the blow is strong enough, as it is thrown by the water as an intersecting pressure wave to its target.

    (underwater) (31 Mastery, 31 Strength) Destructive Potency Rank: C


    - Tokagekisu (トカゲキス „Lizard Kiss“)

    With the sword in both hands, the user jumps in a rotary motion into the air and executes several sword strokes that have enough power to shoot them through the air as intersecting pressure waves. The momentum of each executed stroke makes him spin around his own axis.

    (61 Mastery, 41 Strength, 41 Movement Speed) Destructive Potency Rank: B


    - Pirania shūdan ピラニア集団 (Piranha Swarm)

    The user stabs rapidly with several straight sword strokes to water surface in direction of his target. The stitching movements are fast enough to send a sharp blast with each stab down through the water. The entire water in the vicinity is foamed like a piranha swarm, which obscures the view from both sides for a while.

    (61 Mastery, 51 Strength) Destructive Potency Rank: B


    - Tan Marunoko (タン丸のこ literally meaning “Circular Tongue Saw“)

    The user holds the ring on the end of the handle of his sword with one hand and twirls extremely fast like a spinning top. Thanks to the ring and the one free arm, the user can easily outbalance the weight of the sword with his own weight.

    (51 Mastery, 51 Strength) Destructive Potency Rank: B


    - Tan Marunoko: Akachan (タン丸のこ: 赤ちゃん „Circular Tongue Saw: Red Herring“)

    The user rotates with the ring of his sword in one hand in the direction of his opponent. Shortly before his goal he moves quickly to the side, lowers his sword and jumps in a rotary motion to his opponent to bite and hurl him away with the help of the momentum.

    (41 Snapping Style, 51 Sword Mastery, 51 Strength, 51 Movement Speed) Destructive Potency Rank: B


    - Tan Puropera (タンプロペラ literally meaning “Tongue Propeller“)

    The user holds the handle of his sword with one and his scabbard in the other hand and twirls extremely fast like a propeller.

    The fast rotation creates a noticeable gust of wind around the user and he lifts off a bit. Main purpose of the attack is to defend several attackers or projectiles. Responding in time, it can also be used to slow down a fall.

    (61 Mastery, 41 Strength, 61 Movement Speed, 41 Reaction) Destructive Potency Rank: B


    - Tan Uzu (タン渦 literally meaning “Tongue Vortex“)

    Underwater, the user rotates with his sword in both hands around his own axis like a turbine and creates a small vortex. While rotating, both arms and one leg are stretched out, making it look like a pirouette.

    (underwater) (61 Mastery, 61 Strength, 61 Movement Speed) Destructive Potency Rank: B


    - Isshī Mewosamasu (イッシー目を覚ます literally meaning „Issy awakes“) (stance)

    The ring at the end of the sword handle is connected with a chain or rope to increase the rotary reach. The user executes his attacks in this stance either via rotating the extension halfway up the chain/rope vertically or with the full length of the extension around the user's own axis. While the vertical rotation in the execution is relatively variable, the horizontal rotation can only be stopped with an attack on the ground.

    (41 Mastery, 41 Strength, 41 Reaction)


    - Isshī: Nusumakisu (イッシー: 盗まキス „Issy: Stolen Kiss“)

    With both hands on the chain, the user throws the sword behind him, intercepts it with the chain again and uses the distance in which the sword is now to reach far forward with a straight sword stroke.

    (51 Mastery, 41 Strength) Destructive Potency Rank: B


    - Isshī Name (イッシーなめ literally meaning “Issy licks“)

    The user holds the handle at the chain-end to with both hands and twirls it along with his sword extremely fast like a spinning top. The extension through the chain allows a longer range and other follow-up attacks than "Tan Marunoko".

    (51 Mastery, 51 Strength) Destructive Potency Rank: B


    - Isshī Kiru (イッシー切る literally meaning „Issy chops“)

    The user holds the chain with both hands and spins it vertically with the hand closest to the sword. He jumps up and pulls down the entire length of the chain to a vertical sword strike.

    (51 Mastery, 41 Strength, 51 Movement Speed) Destructive Potency Rank: B


    - Isshī: Shinoseppun (イッシー: 死の接吻 "Issy: Death Kiss“)

    While rotating, the user holds with both hands the handle of the chain and moves quickly towards his opponent. Whirling in his direction, he jumps up and slows down the rotation. When the chain is fully outstretched, the last momentum is used to hammer down the sword dead straight into its opponent's direction.

    (71 Mastery, 61 Strength, 61 Movement Speed) Destructive Potency Rank: A[/QUOTE]


    >suihei (水平, horizontal) -

    A simple sword skill slashing horizontally.

    (11 Strength, 11 Mastery)

    Destructive Potency Rank: D


    >Suichoku(垂直,vertical) -

    A simple sword skill slashing vertically.

    (11 Strength, 11 Mastery)

    Destructive Potency Rank: D


    >Suihei enko (水平円弧, horizontal arc) -

    A flat two-part skill that involves a horizontal swing from left to right, followed by another horizontal swing in from right to left.

    (11 Strength, 15 Mastery)

    Destructive Potency Rank: D (each hit)


    >Suichoku ko(垂直弧,vertical arc) -

    A simple sword skill creating a 'V' shape medium range trajectory.

    (11 Strength, 11 Mastery)

    Destructive Potency Rank: D


    >Tsujikaze (Whirlwind) -

    A straight, long-ranged strike.

    (11 Strength,11 speed, 21 Mastery)

    Destructive Potency Rank: D


    >Ukifune (Floating Boat) -

    Knocks the opponent high into the air.

    (21 Strength,11 speed, 11 Mastery)

    Destructive Potency Rank: D


    >Spinning Shield -

    A defensive skill that involves spinning one's sword like a windmill, forming a half-transparent shield with the sword. Blocks projectiles with lower mastery than the users.

    (21 vitality,11 speed, 11 Mastery)


    >Meteor Break -

    A Martial Arts and One-Handed Sword composite skill that uses tackles to chain together strong attacks (7attacks)

    (20 Strength ,20 speed ,25 Mastery)

    Destructive Potency Rank: C (combined)


    >Meteor Fall -

    A Sword Skill that combines a punch with the user's right fist&left fist (alternatively) and a slash with a sword. The sword is thrown into the air before the first hit of the skill [RLRLRL (6 TIME TOTAL)+ SWORD SLASH ,R- RIGHT PUNCH, L- LEFT PUNCH]

    (25 Strength,25 speed,24 Mastery)

    Destructive Potency Rank: C

    undefined


    @Marz

    Raging Beast Style: A style in which a sentient beast can conduct combat beyond their natural gifts of claws, teeth and carapace. This fighting style draws inspiration from other animals, weather patterns and from the natural world around the Sentient Beast in question, fighting in a more wild


    Mule Kick: The Raging Beast rears up on its front two legs or arms and exerts all of its muscular energy in a powerful linear attack, against a flanking foe, imparting a powerful strike much like a mule would.

    11(21) Strength, 11(21) mastery - DPR: D(C)


    Battering Ram: The Raging beast throws all their weight behind their skull and collides into their target with the linear force of their body, imparting similar impact to the Mule Kick, but in a much more offensive attack

    11 Strength, 11 mastery, 21 movement speed - DPR: C


    Archer Spit: Mimicking the Archer fish, the Raging Beast, jets their spit into their opponents eye's or face, blinding them temporarily blinding them!

    11(31) Strength, 21(41) mastery - DPR: D(C)

    @Kagura

    Metal Beating : Often used as a final blow the metal bat is used to inflict a flurry of hits on several parts of the body indiscriminately. (21 Mastery, 21 Strength) Destructive Potency Rank: D


    Metal Thrust: The user delivers a powerful thrust to one’s guts. The thrust is so powerful that it can cause serious internal injury (41 Mastery, 41 Strength) Destructive Potency Rank: B


    Metal Mania: The user spins the opposite side so as to increase their momentum and hits the body of the opponent with a shattering blow. Can be used while airborne (41 Mastery, 41 Strength) Destructive Potency Rank: B


    Heavy Metal: A straight on hit to the opponent's head.(21 Mastery, 31 Strength) Destructive Potency Rank: C


    Metal Fire: The user blitzes the opponent’s incoming attack, does a feint and swings their arms 90 degrees to land a heavy blow on the opponent's body(41 Mastery, 31 Strength and 41 Movement Speed) Destructive Potency Rank: C


    Metal Haze: The user swings their bat to defend themselves against incoming attacks. Highly effective against incoming slashes, cannon balls, flying debris or heavy physical objects. (41 Mastery, 41 Strength)


    Metal Craze: The user dodges either right left or back to save themselves from an incoming attack, jumps into the air and lands a blow on the opponents body from above (41 Mastery, 41 Strength and 41 Movement Speed) Destructive Potency Rank: B


    Hyper Metal Death Blow: The user poses themselves as a baseball player and uses their brute force to deflect an incoming attack. Can be used to shatter a huge wall, a small bolder or a average sized human. (41 Mastery, 41 Strength) Destructive Potency Rank: C


    New Moves: [EDITION 1]

    Metal Burst : The Bat is used to rapidly stab the person in two different places at the same time. (31 Mastery, 31 strength) Destructive Potency Rank: C



    Metal Bullets : The user spins their bat in the air to make compressed air balls(2) (the size of normal baseballs) and hurls them towards the opponent. (51 mastery, 41 strength) Destructive Potency Rank: B





    Metal Mini bullets : The user spins their bat rapidly to create smaller sized compressed air balls(3-4) and hurls them towards the opponent. (41 mastery, 21 strength) Destructive Potency Rank: C





    Metal Mega Bullet: The user spins their bat rapidly overhead to create one large ball of compressed air(the size of a basketball) and hurls them towards the opponent. (51 mastery, 41 strength) Destructive Potency Rank: B



    Metal Spin: The user spins around the opponent in a circle at rapid speed and delivers a single rapid blow from anywhere (51 mastery, 41 strength, 41 movement speed) Destructive Potency Rank: B

    [EDITION 2]
    Metal Blitz : The user moves at incredibly high speed to dodge as well as launch an attack from multiple sides. (The movement is kinda like soru, but it’s used to avoid, confuse and attack at the same time)

    Stages:

    (speed 21, Mastery, 21) - +5 movement (3 turn cooldown)

    (speed 31, Mastery 31) – +5 movement (2 turn cooldown)

    (speed 41, Mastery 41) – +10 movement (3 turn cooldown)

    (speed 61, Mastery 61) – +10 movement (2 turn cooldown)

    (speed 81, Mastery 81) – +15 movement (2 turn cooldown)

    (speed 100, Mastery 100) – +15 movement (1 turn cooldown)


    I use this like soru and perform attacks while using this to move
    *********************************************
    Escalator – The user kicks the air to lift them up into the air. Can attack while being airborne.

    (Speed 31, Mastery 31, Strength 31) – stay airborne once a turn - affects stamina

    (Speed 61, Mastery 61, Strength 61) – stay airborne 1+1 turn - affects stamina


    *********************************************
    Four dimensional Crossfire : The movement is shaped like a cross as the user moves diagonally at incredible speed to land a cross shaped hit. This is to prevent the opponent from escaping or dodging once cornered.

    (mastery 41, speed 41, strength 41) DRP - B

    *********************************************
    Air cutter – The user rotates themselves at incredible speed causing distortion in the air and propels themselves towards the opponent landing a heavy hit, taking advantage of the built in speed. The force of the rotation can smash through incoming attacks like sword slashes, bullets, physical attacks and it acts as both offensive and defensive.

    (Requires 51 mastery, 51 strength and 51 speed) DPR B
    (Requires 71 mastery, 71 strength and 71 speed) DPR A
    (Requires 91 mastery, 91 strength and 91 speed) DPR S


    **********************************************





    **********************************************


    Metal Blur: The user uses their hypersonic speed to move around the opponent causing a “mirage” and finally lands a single lethal blow. (41 Mastery, 41 Strength and 61 Movement Speed) Destructive Potency Rank: B



    Hand to hand combat:


    Bullet Punch: A straight on punch on the opponents body.(31 Mastery, 31 Strength) Destructive Potency Rank: C


    Bullet Kick: A straight on kick on the opponents body.(31 Mastery, 31 Strength) Destructive Potency Rank: C


    @Mirror D. Roogy

    Mythical Soul Forge

    A style developed by Acaremus Weapon; for use as a character becomes more powerful. Using the energy of their soul, the user imbues their swords with the power of ancient myths.
    (Requires 31 Minimum Mastery)

    Godmother: A simple attack that sends out an air slash toward an opponent. The user holds their sword vertically in front of them and swings down fast. (1 sword, 31 Mastery, 31 Strength) Rank: C

    Gingerbread: A close-range contact slash. The user closes their eyes and concentrates, allowing the next sword swing to do more damage than an unnamed attack. (1 sword, 31 Mastery, 21 Strength) Rank: C

    Competitive Hare: A speedy and simple attack. The user runs past their opponent, with their sword drawn, and sheathes it after stopping. If the attack hits, the opponent will not immediately notice it. (1 sword, 31 Mastery, 21 Strength, 41 Movement Speed) Rank: C

    House of Straw: The user draws their sword and holds it diagonally downward to their right. They then swing it upward and back down, so the sword ends up held diagonally downward to their left. This creates a partly triangle-shaped air slash that flies toward the target. (1 sword, 31 Mastery, 31 Strength) Rank: C

    Golden Fleece: The user holds both swords out and swings them in opposite directions. The friction this causes creates an air slash. (2 swords, 41 Mastery, 31 Strength) Rank: C

    Caliburn: The user holds one sword outwards, and the other flat and horizontally beneath it. Then, by scraping the lower sword against the other’s blade, creates an air slash that packs slightly more power than regular air slashes. (2 swords, 51 Mastery, 31 Strength) Rank: B

    Ugly Duckling: The user draws both swords holding them in a downwards x shape. They then swing them forward into a forwards v shape and back again three times quickly in order to send three air slashes toward their opponent. (2 swords, 61 Mastery, 41 Strength) Rank: B

    Red Riding Sword: The user puts one arm over their head, holding the sword in that arm pointing downward. They quickly swing it over their head and finish with the sword pointing upwards. The slash goes into the air, and the path of the sword generates a shield above your head. Best used on enemies above you. (1 sword, 41 Mastery, 41 Strength, +1 Durability Rank above head.)

    Poison Apple Slash: The user holds their swords horizontally flat, the sharp ends pointing outwards, in an equals sign shape. They move the swords back and forth, generating a circular air slash in-between them. They then turn the swords so that the sharp ends pointing downwards, sending the air slash hurtling towards an enemy. (2 swords, 61 Mastery, 41 Strength) Rank: B

    Just Right Bed: While falling, the user swings their swords at the ground in two L shapes, making a square, compressing the air into a mattress. The mattress is somewhat air resistant, effectively allowing for a slower fall. (2 swords, 61 Mastery, 61 Strength, slows fall.)

    Spinning Needle Spike: The user holds their sword pointing forward, and spins it in a circular motion. The air within the circle compresses and builds until the user stops spinning, sending an air slash forward in a straight line. (1 swords, 61 Mastery, 61 Strength) Rank: B

    Big Bad Wolf: The user holds both swords upwards at their sides and spins around once rapidly, sending out a powerful sharp wind in all directions, which gets weaker the further it travels. (2 swords, 51 Mastery, 51 Strength, 41 Reaction Speed) Rank: B (within 20 metres), C (within 50 metres), D (beyond 50 metres)

    House of Sticks: The user holds their sword vertically downward to their right. They swing the sword up, sideways, and downward. This creates a partly square-shaped air slash that flies toward the target. (1 sword, 51 Mastery, 51 Strength) Rank: B

    Rumpelstiltskin: The user swings one sword diagonally upwards to the right and the other to the left, cutting an x-shaped space in the air. They then plunge both swords into the space and back out to send an x-shaped air slash toward the opponent. (2 swords, 71 Mastery, 71 Strength) Rank: A

    Ballad of the Merry Men: The user runs through their enemies, swinging their swords as a distraction. After they finish, they turn and swing their swords, sending out two air slashes toward their distracted opponent. (2 swords, 51 Mastery, 51 Strength, 51 Movement Speed) Rank: B

    Patient Tortoise: The user waits for their opponent to come near, hand on the sword hilt. When the opponent gets close, the user draws their sword and attacks. If this attack hits, the opponent will not immediately notice it. (1 sword, 61 Mastery, 61 Strength, 61 Reaction Speed) Rank: A

    House of Bricks: The user holds their sword vertically downward to their right. They swing the sword up, diagonally up, diagonally down, and down. This creates a partly-house shaped air slash that flies toward the target. (1 sword, 71 Mastery, 71 Strength) Rank: A

    Carabosse: The user hold both swords outwards, and swings his arms upward without moving the sword tip. They swing downwards, returning to the first position, and then swing the swords upward before sheathing them. The tension built up in the two areas is released in the form of two powerful air slashes. (2 swords, 81 Mastery, 81 Strength) Rank: A
     
    Last edited: Jun 16, 2018
  3. joby

    joby

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    @Ziosa
    Kaika no Ken (Flowering Sword): A fighting style that uses a sword that is bigger than the user; this style focuses on lots of different areas while being based on flowers and other things associated with plants. More powerful techniques use the name Flowering Blade.

    Name: Tiny Slash (Miniature Slash with Haki)
    DPR: C
    Requirements: 21 mastery, 21 strength
    Description: a flying slash that is smaller than a normal one but a bit faster
    Name: Flowering Sword: Twin Thorns (Twin Black Thorns with Haki)
    DPR: C
    Requirements: 21 mastery, 11 strength, 11 Movement Speed
    Description: a high level two handed sword technique, two slashes that are done near instantly in a v shape

    Name: Flowering Sword: Blossoming Thrust (Blossoming Hardened Thrust with Haki)
    DPR: C
    Requirements: 31 mastery, 21 Movement Speed and 11 Strength
    Description: a thrust that strikes with hard to read timing

    Name: Flowering Sword: Rooted Spin (Rooted Cycle with Haki)
    DPR: C
    Requirements: 31 mastery and 21 Movement Speed
    Description: do a spin of slashes on the spot, doing more than two rotations will cause slight to increasing dizziness

    Name: Flowering Sword: Falling Petals (Shredded Petals with Haki)
    DPR: C
    Requirements: 21 mastery (Air Slash 31 mastery), 21 reaction speed and 11 strength
    Description: drawing the sword from the scabbard and then striking suddenly, can be done horizontally or vertically and can also be done as an air slash

    Name:
    Flowering Sword: Rose Block (Black Rose Block with Haki)
    DPR: C
    Requirements: 21 mastery, 21 reaction speed and 21 strength
    Description: using the sword to block and attack at nearly the same time

    Name: Flowering Sword: Twin Iron Thorns (Twin Black Iron Thorns with Haki)
    DPR: B
    Requirements: 41 mastery, 41 strength
    Description: a powerful two-handed sword technique, two slashes that are done near instantly in a v shape

    Name: Giant Slash (Giant’s Sword Slash with Haki)
    DPR: B
    Requirements: 41 mastery, 41 strength
    Description: a flying slash that is bigger than a normal one but a bit slower

    Name:
    Flowering Sword: 1 Sunflower Seed (Black Sunflower Seed with Haki)
    DPR: C
    Requirements: 21 mastery, 21 strength
    Description: holding the sword with one hand, does a slash in front, to the side etc

    Name: Flowering Sword: 10 Sunflower Seeds (Black Sunflower Seeds with Haki)
    DPR: B
    Requirements: 51 mastery, 41 strength
    Description: holding the sword with one hand, does 10 slashes in front, to the side etc

    Name: Flowering Blade: 20 Sunflower Seeds (Black Sunflower Seeds with Haki)
    DPR: A
    Requirements: 81 mastery, 61 strength
    Description: holding the sword with one hand, does 20 slashes in front, to the side etc

    Name:
    Flowering Sword: Pierced Oak (Pierced Strong Oak with Haki)
    DPR: B
    Requirements: 41 mastery, 41 strength, 21 movement speed
    Description: while moving, thrusts the sword towards an enemy and keeps going; can damage internally

    Name: Flowering Sword: Rising Lotus (Rising Black Lotus with Haki)
    DPR: B
    Requirements: 61 mastery, 61 strength, 61 movement speed
    Description: creates a small tornado that slashes and blows away target(s) by swinging the sword and spinning slightly

    Name: Flowering Blade: Soaring Lotus (Soaring Black Lotus with Haki)
    DPR: A
    Requirements: 81 mastery, 61 strength, 61 movement speed
    Description: creates a tornado that slashes and blows away target(s) by swinging the sword and spinning slightly

    Name: Flowering Blade: Sword Harvest (Sword Bountiful Harvest with Haki)
    DPR: A
    Requirements: 71 mastery, 71 strength, 61 movement speed
    Description: does a series of 10 slashes followed by 5 thrusts while moving forward/back

    Name: Flowering Blade: Flash Flower (Flashing Flower with Haki)
    DPR: A
    Requirements: 81 mastery, 71 strength
    Description: Sends out a zig-zagging air slash of considerable power, its movement is erratic making it hard to follow slightly

    Name: Flowering Sword: Vine Wall (Vine Hard Wall with Haki)
    DPR: N/A
    Requirements: 61 mastery, 51 movement speed
    Description: moves the sword up and down in front rapidly to block or reduce damage from attacks

    Name: Flowering Sword: Petal Dance
    DPR: N/A
    Requirements: 41 mastery, 41 strength, 41 movement speed
    Description: moves fast and uses the sword to vault and jump around to run away/out manoeuvre a foe etc.

    Name: Flowering Sword: Orchid Slicer (Devil Orchid Slicer with Haki)
    DPR: B
    Requirements: 41 mastery, 41 strength, 41 movement speed
    Description: running towards an opponent(s) with the sword by the side, slices through them and ends up on the other side of them

    Name: Flowering Sword: Blooming Plants (Dooming Plants with Haki)
    DPR: C
    Requirements: 41 mastery, 41 movement speed
    Description: strikes joints and pressure points with the sword quickly, is more of a disarming/weakening attack than damaging, more effective if it’s a sneak attack

    Name: Flowering Blade: White Rose (Black Rose with Haki)
    DPR: S
    Requirements: 81 mastery, 81 strength, 61 movement speed
    Description: doing a highly complicated quick series of sword slashes; creates a rose shaped slash that hits anyone with 5 metres

    Name: Flowering Blade: Dracaena (Dracaena Draco with Haki)
    DPR: A (S rank if it hits someone)
    Requirements: 61 mastery, 81 strength
    Description: throwing a sword like spear, the sword stabs into the ground/building/wall etc and sends out a powerful shockwave that will send people affected by it flying

    Name: Flowering Blade: Black Tulip (Dark Black Tulip with Haki)
    DPR: A (combined DPR) or B (each hit)
    Requirements: 61 mastery (Air slash 71), 61 strength, 41 reaction speed
    Description: using the sword to block an attack, quickly slashes the opponent with twice; one high one low

    Name: Flowering Sword: Four Leafed Clover (Lucky Four Leafed Clover with Haki)
    DPR: B (combined DPR) or C (each hit)
    Requirements: 41 mastery (Air slash 51), 41 strength, 21 movement speed
    Description: does four quick slashes in a clover like pattern at an enemy, can also be used to destroy obstacles and to block attacks etc.

    Name: Flowering Blade: Five Leafed Clover (Lucky Five Leafed Clover with Haki)
    DPR: A (combined DPR) or B (each hit)
    Requirements: 61 mastery (Air slash 71), 61 strength, 41 movement speed
    Description: does five quick slashes in a clover like pattern at an enemy, can also be used to destroy obstacles and to block attacks etc.
    --- Double Post Merged, May 29, 2018, Original Post Date: May 29, 2018 ---
    @Major Lee Hung

    Momentum Starter Series


    -Momentum Starter Series: Cross-Body Anchor Swing-

    Using the strength of his entire body, Lee swings one chain across his body, sending an anchor flying horizontally at his opponent.

    (21 Dual Chain Mastery, 21 Strength)

    Destructive Potency Rank: C


    -Momentum Starter Series: Anchor Spear-

    Using the strength of his entire body, Lee underhand throws an anchor directly at his opponent.

    (21 Dual Chain Mastery, 21 Strength)

    Destructive Potency Rank: C


    -Momentum Starter Series: Guard Breaker Strike-

    Lee swings his Anchors one after the other at the opponent, intending to strike him at two different points in time. The intent of this move is to break the opponent’s guard with the first swing, before hitting them with the second swing.

    (31 Dual Chain Mastery, 21 Reaction, 21 Strength)

    Destructive Potency Rank: C


    -Momentum Starter Series: Dual Chain Swing-

    Using his full body, Lee swings both chains at his opponent, intending to strike them with both anchors.

    (41 Dual Chain Mastery, 41 Strength)

    Destructive Potency Rank: B


    -Momentum Starter Series: Cross Chain Chop-

    Lee crosses his arms across his body, and then swings his chains outward, intending to strike his opponents with the anchors in an “X” shaped motion (similar to Oni Giri).

    (41 Dual Chain Mastery, 41 Strength)

    Destructive Potency Rank: B


    Heavy Momentum Series


    -Heavy Momentum Series: Anchor Interceptor-

    Lee begins to rapidly rotate his chains in front of his body. The aim of this move is to deflect any incoming attacks by catching them inside the spin of the Anchors. The technique can culminate into a double overhead swing if Lee chooses.

    (41 Dual Chain Mastery, 41 Strength)

    Destructive Potency Rank: NA if used defensively, B if move culminates into a swing)


    -Heavy Momentum Series: Anchor Cleave-

    Lee twirls one anchor rapidly, then uses the Momentum of the Strike to swings the Anchor at his Opponent.

    (41 Dual Chain Mastery, 41 Strength)

    Destructive Potency Rank: B


    -Heavy Momentum Series: Flying Anchor Buzzsaw-

    Lee twirls both anchors vertically a few times to build momentum, before jumping in the air and full extending both chains. Lee flips rapidly in the air with both Chains fully extended (resembling a Buzzsaw) before slamming both Anchors down angrily onto his target.

    (61 Dual Chain Mastery, 61 Strength, 61 Movement Speed)

    Destructive Potency Rank: A


    -Heavy Momentum Series: Overhead Tornado-

    Lee twirls both chains horizontally above his head. When enough Momentum is built, he swings both chains full force across his body, intending to hit his opponent with both Anchors.

    (61 Dual Chain Mastery, 61 Strength)

    Destructive Potency Rank: A


    -Heavy Momentum Series: Spinning Anchor Cross Strike-

    Lee twirls both chains horizontally and outwards above his head, in opposite directions. When enough Momentum is gathered, Lee uses his full body to swing the Anchors in an “X” Formation at the target. Can also be performed aiming upwards.

    (81 Dual Chain Mastery, 81 Strength)

    Destructive Potency Rank: S


    False Flag Series


    -False Flag Series: Flying Anchor Buzzsaw-

    Similar to the Momentum Series Technique of the same name. Lee twirls both anchors vertically a few times to build momentum, before jumping in the air and full extending both chains. Lee flips rapidly in the air with both Chains fully extended (resembling a Buzzsaw). Instead of attempting to hit his opponents with the Anchors, Lee swings them and intentionally misses, but uses the full momentum of the swing to send himself flying downwards at the opponent, delivering a powerful stomp aimed at an unguarded spot, with all of his momentum and body strength delivering the blow. The intent of this move is to deceive his opponent by making them think they will be hit by the Anchors, before instead striking an unguarded part of their body.

    (61 Dual Chain Mastery, 61 Strength, 61 Movement Speed, 61 Reaction Speed)

    Destructive Potency Rank: A


    -False Flag Series: Overhead Tornado-

    Similar to the Momentum Series Technique of the same name. Lee twirls both chains horizontally above his head. When enough Momentum is built, he swings both chains full force across his body. Lee intentionally misses the anchor strike, but uses the Momentum to instead send himself flying full force at the opponent, delivering a powerful kick to a weak spot of Lee’s choice. The intent of this move is to deceive his opponent by making them think they will be hit by the Anchors, before instead striking an unguarded part of their body.

    (61 Dual Chain Mastery, 61 Strength, 61 Movement Speed, 61 Reaction Speed)

    Destructive Potency Rank: A


    Thundering Whip Series



    The Thundering Whip Series revolves around Lee applying invisible hardening to his Anchor chains in order to increase their structural integrity. Instead of having Chain-like properties, they now maneuver more like a Whip but with an Anchor on each end. This allows Lee to move the Chained Anchors in a much quicker and more nimble way, without focussing on maintaining momentum throughout the chains as he normally would.


    -Thundering Whip Series: Whip Crack-

    After applying invisible hardening to his Anchor chain, Lee swings a chain at an opponent before cracking it like a Whip, aiming to strike an opponent with the Anchor.

    (61 Strength, 61 Armament, 61 Dual Chain)

    Destructive Potency Rank: A


    -Thundering Whip Series: Forty Lashes-

    After coating his Anchor chains in invisible Haki, Lee’s arms move at the speed of a blur as he swings both Anchors at his opponent multiple times over an instant. This rapid fire attack allows Lee to strike his opponent 40 times in less than 5 seconds.

    (61 Strength, 81 Movement Speed, 61 Armament, 81Dual Chain Mastery)

    Destructive Potency Rank: A


    -Thundering Whip Series: Double Whip Crack-

    After applying invisible hardening to his Anchor chains, Lee then swings both chains like Whips at his opponent, cracking both chains in time to strike the opponent with both Anchors simultaneously.

    (81 Strength, 61 Armament, 91 Dual Chain)

    Destructive Potency Rank: S


    Inferno Series


    The Inferno Series revolves around Lee lining the Arms of his anchors with a slow-burning Napalm before battle. Lee can carry a Lighting Stick into battle that he keeps in his belt. This stick can be used once to light the Napalm and create temporarily flaming Anchors that will burn out after a specified period. The Inferno Series cannot be used if Lee hasn’t re-lined the Anchors, which can’t be done in battle.


    **MUST GET NAPALM LINING FROM SCIENTIST WITH 41 SCIENCE MASTERY**


    **EACH NAPALM STICK CONSUMES ONE INVENTORY SLOT AND BURNS FOR ONE TURN**


    **INFERNO SERIES BUFFS EVERY ANCHOR MOVE AND REQUIREMENTS BY +1 BRACKET.**


    Examples:


    -Inferno Series: Flying Anchor Blazing Buzzsaw-

    Lee twirls both anchors vertically a few times to build momentum, before jumping in the air and full extending both chains. Lee flips rapidly in the air with both Chains fully extended (resembling a Flaming Buzzsaw) before slamming both Flaming Anchors down angrily onto his target.

    (81 Dual Chain Mastery, 81 Strength, 61 Movement Speed)

    Destructive Potency Rank: S


    -Inferno Series: Spinning Anchor Ring of Fire-

    Lee twirls both chains horizontally above his head. When enough Momentum is built, he swings both chains full force across his body, intending to hit his opponent with both Flaming Anchors.

    (81 Dual Chain Mastery, 81 Strength)

    Destructive Potency Rank: S


    -Inferno Series: Scorching Judgment Execution Strike-

    Lee twirls both chains horizontally and outwards above his head, in opposite directions. When enough Momentum is gathered, Lee uses his full body to swing the Flaming Anchors in an “X” Formation at the target.

    (100 Dual Chain Mastery, 100 Strength)

    Destructive Potency Rank: S+


    Rokushiki/Haki/Dual Chained Anchor Style Combo Techniques



    -Tekkai "Utsugi": Anchor Cleave-(Requirements: 51 Rokushiki, 41 Strength, 41 Durability, 51 Dual Chained Anchor Style)

    *MUST HAVE STRENGTH >= THE OPPONENT*

    Description: A modified version of Tekkai Utsugi. This form of Tekkai is used entirely as a counter, where the purpose is not to absorb damage from the attack, but to reflect the shock of the attack back to the attacker. However in Lee’s custom version, instead of sending the shock back to the attacker, Lee sends the shock through his body into his Anchors, and then swings the Anchors across his body in an “X” motion, intending to cross-chop his opponent with the momentum of their attack.

    Destructive Potency Rank: Varies Depend on Attack Countered


    -Jugon Ogi: "Anchor Sparring"-Requirements: 51 Rokushiki, 41 Strength, 41 Dual Chained Anchor Style and 51 Movement Speed

    Description: A rapid-fire version of Jugon, in which Lee unleashes a flurry of quick Anchor jabs at the enemy while using Soru to move around him, in order to strike from all directions.

    Destructive Potency Rank: B


    Miscellaneous



    -Anchor Heave-

    Swinging an anchor out behind an opponent, Lee pulls the anchor hard, attempting to catch the opponent on the Anchor’s arm and drag or throw the opponent in a direction of his choosing.

    (21 Dual Chain Mastery, 21 Strength)

    Destructive Potency Rank: NA


    -Anchor Blitz-

    Swinging both Anchors overhead, Lee embeds the Bill of the Anchors into the ground towards his target, and then launches himself towards that target. The speed that Lee moves at is calculated as: (Dual Chain Mastery + Strength)/2

    **SPEED GRANTED CANNOT EXCEED MORE THAN ONE BRACKET HIGHER THAN ACTUAL MOVEMENT SPEED**

    (21 Dual Chain Mastery, 21 Strength)

    Destructive Potency Rank: NA


    @Fanboy sins

    Rokushiki : Shigan Winchester
    Requirements :
    Rokushiki Mastery 61 ,Strength 61
    DPS : B (Each bullet )

    Description :
    Projectile attack almost identical to Shigan "bachi" but , user uses four fingers on each hand (from ring finger to pinky ) Creating short range ,shotgun like attack.

    Fishman Rokushiki : Great Water Slice

    Requirements: 61 Rokushiki Mastery ,81 Fishman karate Mastery, 61 Strength, 41 Movement Speed.

    DPS: A

    Description: The user widens and hurls water of much larger size (than water slice) at his opponent. With immense strength and technique water gets shape of grate blades edge.

    -------------------------------

    Fishman Rokushiki :Water Slice

    Requirements: 41 Rokushiki Mastery ,41 Fishman karate Mastery, 41 Strength, 41 Movement Speed.

    DPS: A

    Description: The user widens and hurls droplet of water at his opponent. With immense strength and technique water gets shape of small knifes edge.

    - - - - - - - - - - - - - - - - - -

    FISHMAN ROKUSHIKI: Arabesque Rokougan


    Requirements: 91 Mastery of Rokushiki ,71 Mastery of Fishman Karate, 81 Strength, 81 Durability and 61 Movement Speed


    DPS: S


    Description: This is the ultimate Rokushiki technique Rokuogan combined with Arabesque Tile True Punch. User pushes two fists at that are close together forward, creating fast destructive shockwave that has wide area of effect. although attack isn't as strong as rokougan it still is devastating.

    --------------------------------------

    Fishman Rokushiki =Death Grip


    Requirements: 41 Fishman karate Mastery 41 Strength.

    41-61 Rokushiki Mastery: Destructive potency: B

    61-81 Rokushiki Mastery: Destructive potency: A

    81-100 Rokushiki Mastery: Destructive potency: S


    Description: After catching attack by bare hand , fighter crushes opponents fist (or arm or leg) with Shigan enhanced grip.

    '-------------- - - - - - - - - - -

    Fishman Rokushiki : Hardened Tile Fists



    Requirements: stats capable of performing punch +10 Fishman karate Mastery . Minimum 61 Rokushiki Mastery.


    Description: user hardens fist with Tekkai before performing “Tile Punch”

    ---------------------------------

    Fishman karate : Killing Spit
    The user spits a simple droplet of saliva at his opponent, which can become a deadly bullet with the kinetic force created by their immense fishman jaw strength. (41 Mastery, 41 Strength) Destructive Potency Rank: B


    @Aloe Vera

    Originally used by Isuka when she was part of the Marines, the Nailing Style has been passed down to Vera by her master. It mostly consists of swift thrusts that pierce the opponent full of holes.


    Nailing Style: Swift Sixte (Kugi-uchi no Ken: Suifuto Sikusutto, literally meaning "Nailing Style: Swift Parry")

    Requirements: 11 Strength, 21 Reaction Speed and 11 Mastery

    DPR:

    Description: A basic defensive move. Vera lifts her blade up to block an opponent's hit.


    Nailing Style: Counter de Sixte (Kugi-uchi no Ken: Kaunta do Sikusutto, literally meaning "Nailing Style: Circle Parry")

    Requirements: 21 Strength, 21 Reaction Speed and 21 Mastery

    DPR:

    Description: The upgraded version of Swift Sixte. When under attack, Vera moves her sword in a circle around her so as to block any incoming attacks. Additionally, when dealing with weapons wielders, this technique can be used to disarm them.


    Nailing Style: Crossbill Botte (Kugi-uchi no Ken: Isuka Botto, litterally meaning "Nailing Style: Crossbill Thrust")

    Requirements: 21 Strength, 21 Movement Speed and 21 Mastery (31 Mastery for Air Slash)

    DPR: C (+1)

    Description: Vera's signature technique. While propelling herself forward, she aims the tip of her rapier at her opponent and delivers a powerful piercing thrust, akin to a lunge. When used as an air slash, the technique sends a compressed air bullet at the opponent.


    Nailing Style: Nail's Head Botte (Kugi-uchi no Ken: Neirusu Heddo Botto, literally meaning "Nailing Style: Accurate Thrust")

    Requirements: 21 Strength, 21 Reaction Speed and 31 Mastery

    DPR: D (+0)

    Description: Vera's trump card against swordsmen. Using her rapier like a whip, she takes advantage of its blade's flexibility in order to curve the sword and reach usually protected parts of her opponent, e.g. their wrist so as to disarm her enemy. In fencing, this is called a flick.


    Nailing Style: Nail's Hail Remise (Kugi-uchi no Ken: Neirusu Heiru Remizu, literally meaning "Continued Storm of Nails")

    Requirements: 31 Strength, 31 Movement Speed and 31 Mastery (51 Mastery for Air Slash)

    DPR: C (+1)

    Description: A wide range technique. In a similar fashion to Crossbill Botte, Vera propels herself towards her opponent, but instead performs a dozen of piercing thrusts at high speed. When used as an air slash, the technique almost looks like a gatling gun that sends sharp compressed air bullets at the opponent.


    Nailing Style: Nail in the Coffin Fleche (Kugi-uchi no Ken: Neiru in za Koofin Fureshu, litteraly meaning "Deadly Arrow Running Thrust")

    Requirements: 41 Strength, 41 Movement Speed and 41 Mastery

    DPR: B (+2)

    Description: Vera's most powerful technique. Taking some more momentum, she blitzes towards her opponent and aims at their heart, executing a single extremely powerful and piercing thrust while running past them. However, just like the flèche in fencing, this technique is all-or-nothing, since it leaves her totally exposed for her opponent's next move and takes a heavy toll on her stamina.


    @Raffehruffy Ryugiwara

    Uradachi Style

    Five Fighting Postures

    Kenjutsu operates from five primary stances, or Itsutsu No Kamae. The five fighting postures are sword held overhead, sword held to the side, middle thrust, sword pointing down and horizontal. The five postures are linked together in a chain of motions that allow the swordsman to adapt to any battle condition. These five postures are the basis for kenjutsu training and conditioning. The stances build muscle memory and motor learning, drilling the techniques into your body through repetition.


    Quick Strikes

    One hand remains on the pommel of the sword and the other hand rests on the ridge of the blade itself. This hand posture and similar variations in posture allow for strikes with the katana that rival the speed of arrows. These quick strikes don't require a feint and can be launched from several starting positions.

    Requires: 21 mastery, 21 Movement Speed and 11 Strength. Destructive potency: C(+1)


    Quick Strikes - Murasama edition

    Murasama's sheath is equipped with a trigger that allows the sword to fire out of it, which can be used to perform incredibly fast and powerful sword draws.

    Requires: 41(61)[81] mastery, 41(61)[81] Strength. Destructive potency: B(+2) (,A(+3))[,S(+4)]


    Forward Thrust

    Fake your intention to draw your opponent in and then perform a double-handed forward thrust, targeting the face or chest. Kenjutsu thrusts are always preceded by a false strike or a circling motion, used to move the opponent's blade.

    Requires: 21 mastery, 21 Movement Speed and 21 Strength. Destructive potency: B(+2)


    Face the Wind

    Minuano cuts the air horizontally with such a force that it distrupts the atmosphere for a few seconds, allowing him to reflect projectiles away from him in random directions. (After 41 points in swordsmanship he may control where to reflect projectiles).

    Requires: 21(41) mastery, 21 Movement Speed and 21 Strength.


    Swift Strike

    A quick dash with two strikes in a cross(x) shape.

    Requires: 21 mastery, 21 Movement Speed and 21 Strength. Destructive potency: C (combined strike) (+1)


    Eight Flower Mantis

    Quickly slashes the enemy eight times. The slashes collectively resemble a flower.

    Requires: 41 mastery, 31 Strength. Destructive potency: C (each strike) (+1)


    Howling Octave

    Five high-speed continuous thrusts towards the chest then cut downward, upward, before another full force upward cut.

    Requires: 51 mastery and 51 Strength. Destructive potency: B (+2)


    Serration Wave

    A single-hit area of effect (AOE) one-handed sword skill, a technique meant to impede movement and barely does any damage.

    Requires: 31 mastery and 11 Strength. Destructive potency: D


    @Cpt.
    Muffler Clima-tact 1.0 (requires cyborg and navigation): A Clima-tact inside the users body that produces weather balls and excretes them the user's shoulder blades. Clima-tacts allow the user to carry a number of weather balls equal to their mastery.
    -Weather Ball: A creation by the citizens of Weatheria, these small orbs contain energy that the navigator can use to affect the weather.(21 Navigation Mastery)

    Muffler Clima-tact 2.0 (requires self charging electric battery)(21 science needed to tweak cyborg): releases energy from the cyborg's battery through a clima-tact built into a muffler in the cyborg's shoulder blades. Clima-tacts allow the user to carry a number of weather balls equal to their mastery. Muffler Clima-tact can use the cyborg's energy to create extra weather balls (2 energy = 1 weather ball.) - requires 5 invention points + 5 modification points
    The Sailing Winds (requires 21 navigation): The user creates wind currents by mixing hot and cool balls into the air.
    21 mastery: Costs 2 Weather Balls

    Black Storm (ブラック・ストーム Bura-ku Suto-mu) (requires 21 navigation): The user creates a small cloud capable of producing rain using heat and cool balls. - 4 weather balls.

    Black Hail (ブラック・ヘール Bura-ku He-ru) (requires 31 navigation, Black Storm): uses cool balls to transform the rain inside Black Storm into hail.
    31 Mastery: Costs 2 Weather Balls DPR: D
    41 Mastery: Costs 4 Weather Balls DPR: C (larger hail AoE)
    61 Mastery: Costs 4 Weather Balls DPR: B (hail is more focused on target)

    Bullet Rain: using "The Sailing Winds" when it is raining turns rain into water pressure bullets.
    21 Mastery: Costs 2 Weather Balls DPR: D
    41 Mastery: Costs 4 Weather Balls DPR: C
    61 Mastery: Costs 8 Weather Balls DPR: B

    Dry Spell (requires 61 navigation): uses a combination of heat ball and the sailing winds to create a dry heat climate. 40 Meter diameter.
    61 Mastery: Costs 4 Weather Balls DPR: D
    81 Mastery: Costs 8 Weather Balls DPR: C

    Black Lightning (ブラック・ライトニング Bura-ku Raitoningu)(requires Electric Current or navigation mastery, Black Storm): uses Den Ki Hifu Kaihou or weather balls to charge Black Storm clouds sending out a lightning bolt.
    41 Mastery: Costs 4 Weather Balls DPR: C
    61 Mastery: Costs 8 Weather Balls DPR: B
    81 Mastery: Costs 12 Weather Balls DPR: A
    100 Mastery: Costs 16 Weather Balls DPR: S
    120 Mastery: Costs 16 Weather Balls DPR: S+

    Candescent Fire
    (requires 81 navigation): uses a combination of heat ball and the sailing winds with thunderbolt tempo to create an electrically charged dry heat climate that catches fire. 40 Meter diameter.
    81 Mastery: Costs 14 Weather Balls DPR: B
    100 Mastery: Costs 20 Weather Balls DPR: A

    Incandescent Hellfire (requires 120 navigation): uses a combination of heat ball and the sailing winds with thunderbolt tempo to create an electrically charged dry heat climate that blazes in hellfire. 40 Meter diameter.
    120 Mastery: Costs 26 Weather Balls DPR: S

    Magnificently Refulgent Plasmastorm (requires 120 navigation, 81 energy, 81 destruction, directed energy weapon modification): uses a combination of heat ball and the sailing winds with thunderbolt tempo to create an electrically charged dry heat climate that blazes in hellfire. Then the user sends of waves of destructive energy into the hellfire which super-heats the area turning it into a storm of plasma.

    Costs 1 weather ball/1 meter of diameter DPR: S+ Max 40 m diameter
    Costs 1 weather ball/2 meter of diameter DPR: S Max of 80 m diameter
    Costs 1 weather ball/4 meter of diameter DPR: A Max of 160 m diameter

    Divine Cataclysmic Finalstorm
    (requires 120 navigation, 100 energy, 120 destruction, sci-fi weapon modification): using a complete knowledge of how natural disasters come to be, the user charges up all of their remaining energy and weather balls to unleash a cataclysmic event in which the very fabric of the earth itself begins to tear. This causes nearby volcanoes to erupt, body’s of water to form tsunami, wind to spiral into violent tornadoes and the crust of the earth to crack into fissures.

    Costs 1 weather ball/1 meter of diameter DPR: S+ Max of 120 m diameter
    Costs 1 weather ball/2 meter of diameter DPR: S Max of 240 m diameter
    Costs 1 weather ball/4 meter of diameter DPR: A Max of 480 m diameter
    A Custom Cyborg Martial Art

    Martial Arts
    -Cyborg Style: uses cybernetic enhancements to increase damage. DPR is totaled from strength + destruction/2

    Cyborg Style: requires gas engine (21 energy), techniques apply a bruise to the effected area

    Cyber Chambered Punch: (5 strength, 5 destruction, 5 mastery, armored hand) a punch where the arm is first chambered (elbow half-way bent and drawn back behind the body, palm facing up and fingers curled into a fist) before twisting and releasing into a punch - (DPR: D)

    Cyber Roundhouse Kick: (11 strength, 11 destruction, 11 mastery, armored foot) the user stands on one leg and leans back slightly turning to the side while chambering their leg up, in front of the waist before delivering a swinging side kick - (DPR: D)

    Cyber (Right/Left) Hook: (11 strength, 11 destruction, 11 mastery, armored foot) the user pulls their elbow and shoulder back and elbow off to the side while twisting their waist in the same direction, winding up the body like a spring and curling their fingers to make a fist before releasing a punch that starts at the hips and shoulder and follows through with the arm across the opposite side of the body - (DPR: D)

    Cyber Back Kick: (15 strength, 15 destruction, 15 mastery, armored foot) This kick is directed backwards, pushing the user's body opposite the kick to keep balance. Keeping the kicking leg close to the standing leg to start and using the heel as a striking surface to finish -
    (DPR: D)

    Cyber Butterfly Kick: (15 strength, 15 destruction, 15 mastery, armored foot) The user leans downward with their body to start. Then flings their whole body in a circular motion using the opposite shoulder as a spinning point to perform a flip. The user strikes the target with the feet as they go either upward or downward - (DPR: D)

    Cyber Uppercut: (15 strength, 15 destruction, 15 mastery, armored foot) chambering the fist to start, the user twists at the opponent with their hips and swings upward with their shoulder following through upward with the arm -
    (DPR: D)

    Cyber Chambered Uppercut: (21 strength, 21 destruction, 21 mastery, armored hands) chambering the body in a squat to start the user jumps out of the position at the opponent. The user twists at the opponent with their hips and swings upward with their shoulder following through upward with the arm -
    (DPR: C)

    Cyber Tornado Roundhouse Kick: (21 strength, 21 destruction, 21 mastery, armored foot) the kick starts with the user taking a circling hop-step then lifting their body off the ground with the opposite foot in another hop kick. The user attacks with a full body momentum spin kick with the original foot -
    (DPR: C)

    Super Cyber Smash: (31 strength, 31 destruction, 31 mastery, 21 mobility, armored hands) the user chambers the body in a squat and jumps bringing their hands together in a cupped grip. The user arcs the back as their arms raise over their head and jumps down at the opponent bringing their core down as an overhead smash following through with the arms and fists -
    (DPR: B)

    Super Cyber Charge: (25 strength, 25 destruction, 25 mastery, 25 mobility, armored shoulder) the user runs full speed pointing with the shoulder at the target, charging into them and driving upward with the shoulder after making contact - (DPR: B)

    Super Cyber Flying Side Kick: (31 strength, 31 destruction, 31 mastery, 21 mobility, armored foot) taking a running start, the user jumps and turns to the side lifting the balancing leg underneath their body and chambering their attacking leg. Then releasing the attacking leg the user attacks with the momentum of their body pointing the heel at the target - (DPR: B)

    Sacred Cyber Style: requires self-charging electric battery (41 energy), techniques apply a bruise and an electric shock to the effected area

    Sacred Cyber Chambered Punch: (11 strength, 11 destruction, 11 mastery, armored hand) a punch where the arm is first chambered (elbow half-way bent and drawn back behind the body, palm facing up and fingers curled into a fist) before twisting and releasing into a punch - (DPR: D)

    Sacred Cyber Roundhouse Kick: (21 strength, 21 destruction, 21 mastery, armored foot) the user stands on one leg and leans back slightly turning to the side while chambering their leg up, in front of the waist before delivering a swinging side kick -
    (DPR: C)

    Sacred Cyber (Right/Left) Hook: (21 strength, 21 destruction, 21 mastery, armored hand) the user pulls their elbow and shoulder back and elbow off to the side while twisting their waist in the same direction, winding up the body like a spring and curling their fingers to make a fist before releasing a punch that starts at the hips and shoulder and follows through with the arm across the opposite side of the body - (DPR: C)

    Sacred Cyber Back Kick: (31 strength, 31 destruction, 31 mastery, armored foot) This kick is directed backwards, pushing the user's body opposite the kick to keep balance. Keeping the kicking leg close to the standing leg to start and using the heel as a striking surface to finish - (DPR: B)

    Sacred Cyber Butterfly Kick: (31 strength, 31 destruction, 31 mastery, armored foot) The user leans downward with their body to start. Then flings their whole body in a circular motion using the opposite shoulder as a spinning point to perform a flip. The user strikes the target with the feet as they go either upward or downward - (DPR: B)

    Sacred Cyber Uppercut: (31 strength, 31 destruction, 31 mastery, armored foot) chambering the fist to start. The user twists at the opponent with their hips and swings upward with their shoulder following through upward with the arm - (DPR: B)

    Sacred Cyber Chambered Uppercut: (41 strength, 41 destruction, 41 mastery, armored hands) chambering the body in a squat to start the user jumps out of the position at the opponent. The user twists at the opponent with their hips and swings upward with their shoulder following through upward with the arm - (DPR: B)

    Sacred Cyber Tornado Roundhouse Kick: (41 strength, 41 destruction, 41 mastery, armored foot) the kick starts with the user taking a circling step hop-step then lifting their body off the ground with the opposite foot in another hop kick, the user attack with a full body momentum spin kick with the original foot - (DPR: B)

    Super Sacred Cyber Smash: (61 strength, 61 destruction, 61 mastery, 45 mobility, armored hands) the user chambers the body in a squat and jumps bringing their hands together in a cupped grip. The user arcs the back as their arms raise over their head and jumps down at the opponent bringing their core down as an overhead smash following through with the arms and fists - (DPR: A)

    Super Sacred Cyber Charge: (51 strength, 51 destruction, 51 mastery, 51 mobility, armored shoulder) the user runs full speed pointing with the shoulder at the target, charging into them and driving upward with the shoulder after making contact - (DPR: A)

    Super Sacred Cyber Flying Side Kick: (61 strength, 61 destruction, 61 mastery, 45 mobility armored foot) taking a running start, the user jumps and turns to the side lifting the balancing leg underneath their body and chambering their attacking leg. Then releasing the attacking leg the user attacks with the momentum of their body pointing the heel at the target - (DPR: A)

    Celestial Cyber Style: requires thermal cell (81 energy) & pacifista plating, techniques incinerate effected area and apply full body shock and burn to the target

    Celestial Cyber Chambered Punch: (25 strength, 25 destruction, 25 mastery, armored hand) a punch where the arm is first chambered (elbow half-way bent and drawn back behind the body, palm facing up and fingers curled into a fist) before twisting and releasing into a punch - (DPR: C)

    Celestial Cyber Roundhouse Kick: (41 strength, 41 destruction, 41 mastery, armored foot) the user stands on one leg and leans back slightly turning to the side while chambering their leg up, in front of the waist before delivering a swinging side kick - (DPR: B)

    Celestial Cyber (Right/Left) Hook: (41 strength, 41 destruction, 41 mastery, armored hand) the user pulls their elbow and shoulder back and elbow off to the side while twisting their waist in the same direction, winding up the body like a spring and curling their fingers to make a fist before releasing a punch that starts at the hips and shoulder and follows through with the arm across the opposite side of the body - (DPR: B)

    Celestial Cyber Back Kick: (61 strength, 61 destruction, 61 mastery, armored foot) This kick is directed backwards, pushing the user's body opposite the kick to keep balance. Keeping the kicking leg close to the standing leg to start and using the heel as a striking surface to finish - (DPR: A)

    Celestial Cyber Butterfly Kick: (61 strength, 61 destruction, 61 mastery, armored foot) The user leans downward with their body to start. Then flings their whole body in a circular motion using the opposite shoulder as a spinning point to perform a flip. The user strikes the target with the feet as they go either upward or downward - (DPR: A)

    Celestial Cyber Uppercut: (61 strength, 61 destruction, 61 mastery, armored hand) chambering the fist to start. The user twists at the opponent with their hips and swings upward with their shoulder following through upward with the arm - (DPR: A)

    Celestial Cyber Chambered Uppercut: (71 strength, 71 destruction, 71 mastery, armored hands) chambering the body in a squat to start the user jumps out of the position at the opponent. The user twists at the opponent with their hips and swings upward with their shoulder following through upward with the arm - (DPR: A)

    Celestial Cyber Tornado Roundhouse Kick: (71 strength, 71 destruction, 71 mastery, armored foot) the kick starts with the user taking a circling step hop-step then lifting their body off the ground with the opposite foot in another hop kick, the user attack with a full body momentum spin kick with the original foot - (DPR: A)

    Super Celestial Cyber Smash: (81 strength, 81 destruction, 81 mastery, 61 mobility, armored hands) the user chambers the body in a squat and jumps bringing their hands together in a cupped grip. The user arcs the back as their arms raise over their head and jumps down at the opponent bringing their core down as an overhead smash following through with the arms and fists - (DPR: S)

    Super Celestial Cyber Charge: (75 strength, 75 destruction, 75 mastery, 75 mobility, armored shoulder) the user runs full speed pointing with the shoulder at the target, charging into them and driving upward with the shoulder after making contact -
    (DPR: S)

    Super Celestial Cyber Flying Side Kick: (81 strength, 81 destruction, 81 mastery, 61 mobility, armored foot) taking a running start, the user jumps and turns to the side lifting the balancing leg underneath their body and chambering their attacking leg. Then releasing the attacking leg the user attacks with the momentum of their body pointing the heel at the target - (DPR: S)

    Star Cyber Style: requires hawking radiation cell (120 energy) & pacifista plating, techniques incinerate effected area and apply full body shock and burn to the target

    Star Cyber Chambered Punch: (41 strength, 41 destruction, 41 mastery, armored hand) a punch where the arm is first chambered (elbow half-way bent and drawn back behind the body, palm facing up and fingers curled into a fist) before twisting and releasing into a punch - (DPR: B)

    Star Cyber Roundhouse Kick: (61 strength, 61 destruction, 61 mastery, armored foot) the user stands on one leg and leans back slightly turning to the side while chambering their leg up, in front of the waist before delivering a swinging side kick - (DPR: A)

    Star Cyber (Right/Left) Hook: (61 strength, 61 destruction, 61 mastery, armored hand) the user pulls their elbow and shoulder back and elbow off to the side while twisting their waist in the same direction, winding up the body like a spring and curling their fingers to make a fist before releasing a punch that starts at the hips and shoulder and follows through with the arm across the opposite side of the body - (DPR: A)

    Star Cyber Back Kick: (81 strength, 81 destruction, 81 mastery, armored foot) This kick is directed backwards, pushing the user's body opposite the kick to keep balance. Keeping the kicking leg close to the standing leg to start and using the heel as a striking surface to finish - (DPR: S)

    Star Cyber Butterfly Kick: (81 strength, 81 destruction, 81 mastery, armored foot) The user leans downward with their body to start. Then flings their whole body in a circular motion using the opposite shoulder as a spinning point to perform a flip. The user strikes the target with the feet as they go either upward or downward -
    (DPR: S)

    Star Cyber Uppercut: (81 strength, 81 destruction, 81 mastery, armored hand) chambering the fist to start, the user twists at the opponent with their hips and swings upward with their shoulder following through upward with the arm -
    (DPR: S)

    Star Cyber Chambered Uppercut: (91 strength, 91 destruction, 91 mastery, armored hands) chambering the body in a squat to start the user jumps out of the position at the opponent. The user twists at the opponent with their hips and swings upward with their shoulder following through upward with the arm - (DPR: S)

    Star Cyber Tornado Roundhouse Kick: (91 strength, 91 destruction, 91 mastery, armored foot) the kick starts with the user taking a circling step hop-step then lifting their body off the ground with the opposite foot in another hop kick. The user attack with a full body momentum spin kick with the original foot - (DPR: S)

    Super Star Cyber Smash: (100 strength, 100 destruction, 100 mastery, 81 mobility, armored hands) the user chambers the body in a squat and jumps bringing their hands together in a cupped grip. The user arcs the back as their arms raise over their head and jumps down at the opponent bringing their core down as an overhead smash following through with the arms and fists - (DPR: S+)

    Super Star Cyber Charge: (91 strength, 91 destruction, 91 mastery, 91 mobility, armored shoulder) the user runs full speed pointing with the shoulder at the target, charging into them and driving upward with the shoulder after making contact -
    (DPR: S+)

    Super Star Cyber Flying Side Kick: (100 strength, 100 destruction, 100 mastery, 81 mobility armored foot) taking a running start, the user jumps and turns to the side lifting the balancing leg underneath their body and chambering their attacking leg. Then releasing the attacking leg the user attacks with the momentum of their body pointing the heel at the target - (DPR: S+)
     
    Last edited: Jul 24, 2018
  4. joby

    joby

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    @joby
    Requirements: 21 Mastery, 21 Reaction Speed, 21 Strength, 21 Stamina

    Standing Still Stance “Settling Dust”
    Requirements: 21 Mastery, 21 Reaction Speed, 21 Stamina
    DPR: —
    Description:
    the foundational stance from which all other “Tiger Hunting” techniques must be executed from. Loosely based off the same principles of the Chinese martial art known as “Yiquan” the stance is stable yet relaxed and gives the impression of the users body and intention becoming as stable/rooted/unmoving as a big old tree. Standing in this stance gives the user the sensation of having all the tension in their body and mind settle down into their lower legs and feet(like dirt or sand settling in water), becoming solid stable and rooted mass to stand on. Both feet must remain on the ground at all times for the stance to be “active”. The fighting principle behind this style is that ‘in combat, a big motion is not so good as a small one, and a small motion is not so good as not moving at all!’ The user uses every joint in their body in unison to make short quick decisive and adaptive motions that require as little physical movement as possible. While in this stance, the user's feet cannot be uprooted off the ground.

    Mud Walking
    Requirements: 21 Mastery, 21 Stamina
    DPR:—
    Description:
    once the user’s “dust has settled”, Mud Walking allows the user to move around while keeping Standing Still Stance "active." The user may only move at a confusingly sluggish pace by dragging their feet without letting the soles of either foot leave the ground. It kinda looks like they have to take a shit tbh.

    Advanced Mud Walking
    Requirements: 31 Mastery, 21 Movement Speed
    Description:
    Same as Mud Walking but the user moves at increased speeds for a moment (basically Soru but both feet still can't leave the ground) and it still kinda looks like they have to take a shit....
    21-40 mastery: +5 movement speed
    41-80 mastery: +10 movement speed
    81-99 mastery: + 15 movement speed
    100 mastery: +20 movement speed


    Tiger “Punch”
    Requirements: 51 mastery, 51 reaction, 51 strength
    DPR: B
    Description:
    Using the heavy counter-weighted pummel at the blunt end of the tiger fork, the user crushes an advancing opponent's lead foot/toes (striking in a manner similar to striking a cue ball in the game of pool). The goal is to crush the bones in the opponents foot, to make movement more difficult.

    Tiger “Bite”
    Requirements: 61 Mastery, 51 Reaction Speed, 51 Strength
    DPR: B
    Description:
    the user intercepts an incoming attack by flicking their wrist to quickly spin the tigerfork in place, catching an incoming attack within the 3 bladed teeth of the tiger fork. If done to a weapon it will be caught and the opponent will need to struggle a bit to pull it out undamaged. If performed on an opponent’s attacking limb they will suffer deep cuts and have said limb momentarily trapped within the teeth of the tiger fork as trying to pull the limb out hastily and carelessly will result in worse damage to the limb. The resulting jagged cuts bleed heavily over time.

    Tiger "Tail"(vertical/horizontal)
    Requirements: 51 mastery, 51 Reaction Speed, 51 Strength
    DPR: B
    Description:
    The user holds their tiger fork with both hands close to the rear end of the shaft and uses all of their strength to swing in either a horizontal or vertical arch slicing at an approaching opponent, using the outer edge of the crescent blade to hack away at whatever it can reach).

    —TIGER CANNON—
    Requirements: (5,000 Tiger Cannon)51 tiger hunting/41 strength, (10,000 Tiger Cannon)71 tiger hunting/61 strength
    Description: extending his palm foreword and hold his tigerfork back with the other hand, assuming a stance similar to Luffy when first taking aim for his debut “jet pistol”, Jobymamushi takes aim at his target and then quickly extends his tigerfork forward while rapidly spinning it like a drill with a decisive flick of the wrist! This sends 3 pressurized blades of air spiraling forward like the head of a massive drill toward his target!
    5,000 TIGER CANNON: DPR: B
    10,000 TIGER CANNON: DPR: A



    Black Tiger Descends the Mountain!
    Requirments: 71 mastery, 71 Reaction Speed, 51 Strength
    DPR: A
    Description:
    The user strikes downward and pierces the opponents ankle or knee with the center tooth of the tiger fork simultaneously tensing every muscle in their body culminating in a quick and decisive twist of the wrists, twisting the fork so that the outer prongs grab and lock on the opponents leg causing them to lose their footing and fall to the ground, propelling their face/torso at a blinding speed, straight into the ground (and causing even more damage/cuts to their leg)! Even if the scaled damage of the attack isn't enough to pierce the opponent's joint, their leg will still be caught in the space between the fork's teeth.

    White Tiger Steals the Heart!
    Requirements: 71 Mastery, 71 Reaction Speed, 51 Strength
    DPR: A
    Description:
    The user crouches down at the last second and braces the bottom end of their weapon against the ground and their back foot while pointing the attacking end of their weapon up 45 degrees from the ground so as to impale an overzealous opponent lunging in quickly. The first part of the technique is a fast dodge to avoid an incoming attack, the second part takes advantage of the target's forward momentum and a quick thrust of the tiger fork, to cause devastating damage to the opponent's midsection.
    —RUBBER TIGER CUTTING GRASS—
    Requires: 51 Tiger Hunting, 51 Gomu, 51 strength
    Description: holding the tiger fork close to its pommel, Jobymamushi swings his arm around fluidly and wildly at great speeds in a completely unpredictable manner! His gomu abilities allowing it to stretch to varying degrees as desired, slicing up everything that comes into the path of the tiger fork’s teeth. This is a wide, AoE attack that slices and shreds everything in its range!
    DPR: A
    —RUBBER DRAGON—Holding the tiger fork in one hand toward the middle of its shaft, Joby pulls his arm back while keeping the fork pointed at his opponent while twisting his arm in on itself, coiling around the shaft of the tiger fork to the point of great tension (similar to katakuri's mochi thrust). Joby releases the tension in his arm, his arm rapidly spins the tiger fork as it is thrusted forward, the power generated stretches the arm forward as it continues to spin as it digs into the target! Thanks to the elastic quality of rubber, the strike can be used at any range within joby’s mastery.(Gomu Gomu Mastery 41, Tiger Hunting Mastery 41, Strength 41) DPR:A
    --- Double Post Merged, Jun 8, 2018, Original Post Date: Jun 6, 2018 ---

    @Steampunk Sabo
    Steel Drill (21 destruction, 11 strength) Destructive Potency Rank: C - 3 Modification points
    Steel Teeth (21 destruction, 11 strength) Destructive Potency Rank: C - 3 Modification points
    Steel-Tipped Claw Destructive Potency Rank (21 destruction, 11 strength) : C - 3 Modification points for each claw
    Steel-Tipped Arrows Rank(requires 11 destruction): D, 6 arrows - 2 Modification point
    Steel Net - 2 Modification points
    Split Katar(closed) - Potency Rank(requires 1 destruction,1 strength): : D - N/A Mod See Split Katar Open
    Split Katar (open)-Destructive Potency Rank (21 destruction, 11 strength) : C - 3 Modification points
    Compressed air cannon Destruction- 81-99: + 3 rounds (DPR: B)- Reorx's shoulders contain ports which allow him to fire large and powerful blasts of air across significant distances. - costs 4 modification points



    Crescent Strike (requires 21 destruction, 11 strength) DPR- C-
    The user slashes out with claws on the paws that are steel tipped and extremely sharp. These are retractable.


    Shooting Stars (requires 11 destruction)DPR D: From the forehead these sharp arrow like projectiles come out on a single grit of the teeth.

    Spiderweb- (requires 1 destruction): A steel net installed in the body which can be thrown to capture enemies or stop their movements.

    Silent Night - (requires 1 destruction, 1 strength)DPR- D: A split katar installed but is in the closed position on the back as a tail used to pierce the opponent.

    Screaming Night (the tail forks into two) (requires 21 destruction, 11 strength)DPR- C: A advanced form of the Katar with two sharp heads instead of one. The Katar splits into two making a scissor V shape in an attempt to cut something into.

    Spiraling Eclipse (requires 21 destruction, 11 strength, 11 movement)DPR- C Dashes forward via a spiraling-drill dive. Considered to be airborne. Drill comes out from a secret compartment in the head.

    Spiraling Comet (requires 21 destruction, 11 strength, 21 movement) DPR- C A midair diving version of Killswitch Spiraling Eclipse. Knocks opponent down. Drill comes out from a secret compartment in the head.

    Exploding Moon Falling Stars(requires 21 destruction, 11 strength, 11 movement)DPR- C Dashes forward and attacks with his head (where he bites his foe), should it connect, he then goes into a long flurry of attacks with a rapid series of lightning kicks ending with a back-pushing kick that causes ground slide. The first attack pulls opponent in to ensure that followups will connect, but may still whiff in certain situations.

    Full Moon Somersault(requires 21 destruction, 11 strength, 21 movement)DPR- C- The beast jumps into the air doing a 360 degree backflip before crashing down into the victim with all four paws with modified claws pointed straight down to impale the victim in each limb.

    Self Destruct (Destruction 21: DPR- C - 4 Modification points): If there is no chance in winning in combat, Reorx is capable of destroying himself and his hopefully his opponent by overheating his core. - scales off destruction range will be 5 meter diameter destruction

    Piercing Night (requires 61 destruction, 31 strength, 61 utility, 41 movement) - DPR: A or (requires 41 destruction, 21 strength, 61 utility, 21 movement) - DPR: B: Reorx jumps in the air, equips both claw blades and rushes towards the target with rocket boosters and proceeds to stab the opponent rapidly.

    Through the Moon (requires 61 destruction, 31 strength, 61 utility, 41 movement) - DPR: A or (requires 41 destruction, 21 strength, 61 utility, 21 movement) - DPR: B: After using his rocket boosters for jet propulsion in the opposite direction, reorx maneuvers towards his opponent and hits them with a strong stab with his katar tail.


    Meteor Slash: -(Armoring 41,destruction 21, strength 11) DPR C: Reorx' lower arm is retractable due to a cable connected to his elbow, which gives this attack great range. Reorx punches at his opponent with extreme force with the aid of boosters inside his lower arm and after the punch, his arm retracts back to its previous state.

    Rocket Stomp (destruction: 21, strength: 11) DPR C: Reorx launches himself up with his rocket boosters and then stomps on his opponent below.

    Jet Drive Arrow :(destruction: 21, strength: 11) DPR C: Reorx uses the rocket boost at full power to deliver the powerful kick with his claws


    Hyper Acceleration (Uses Cyborg Energy and Speed Scales off Utility)- This ability allows Reorx to move at speeds greater than normal granting faster movement and reaction times. Your speed cannot exceed +1 tier above your movement speed when you use this.

    Charge Shot: The user charges up a full magazine of energy power and releases an extremely powerful shot.
    - requires 61 cyborg/science/gunslinging/sniping mastery
    - requires directed-energy weapon + 3 magazines (DPR: B)
    Destructive Potency: A
    --- Double Post Merged, Jun 10, 2018 ---
    @Guan_Yu
    The Way of Qi
    The Way of Qi was an ancient fighting styles that passed down through the generation of a warrior tribes. This style consists of two ways, Hakudo (hand to hand combat) and Kendo (Swordsmanship). But that tribes is extinct now, leaving Yamamoto as the only one who could use this style.

    Hakudo :

    Tsukiyubi (撞指, Thrust Fingers), The practitioner extends the index and middle fingers of one hand in unison while they are in contact with an opponent, who is sent flying several meters away. (11 Mastery, 11 Movement Speed, 11 Reaction Speed) Destructive Potency Rank: D

    Chōhigezutsuki (超ヒゲ頭突き, Super Stubble Headbutt), A headbutt attack with enough force to send an opponent flying backward a considerable distance. (11 Mastery, 11 Strength) Destructive Potency Rank: D

    Oni Dekopin (鬼デコピン, Oni Headpoke), A simple finger flick withenough physical force to send an opponentflying a considerable distance away. (11 Mastery, 11 Strength, 11 Reaction Speed) Destructive Potency Rank: D

    Idaina-kaku (偉大な角 , Great Horn) A technique executed with the unusual stance of crossed arms. As the enemy approaches the user, he unfolds his arms into a two giant palms that unleashes a powerful sound wave at the enemy. To the untrained eye, the release is never seen. Sound waves effect everything in front of the user at a 5 meter (16 foot) range.
    Using your turn to do something like using your hands to cover your ears will reduce the damage of a sound attack by -1 destruction ranking. EX: if the attack is DPR: A, it will be DPR: B or it will make status effects last 1 turn shorter.
    (31 mastery, 31 strenght) Destructive Potency Rank: D


    Utsusemi (空蝉, Cast-Off Cicada Shell), It allows the user doing a movement at great, sudden speed, leaving at least one tangible after-image behind. (21 Mastery, 21 Movement Speed, 21 Reaction Speed)

    Ryūsei Ken (流星拳 ; Meteor Fist) It consists in a very rapid discharge of punch in mid-short distance. (11 Mastery, 21 strenght, 21 movement speed) Destructive Potency Rank: C

    Fujinkyaku, User throws himself at his foe and does a front flip, during which he throws his foot out to kick his opponent using the momentum of the flip. (11 Mastery, 21 strength, 21 Movement Speed) Destructive Potency Rank: C

    Tesshō (鉄掌, Iron Palm), An open palm strike that can effortlessly shatter a giant rock to pieces with a single strike. (11 Mastery, 21 Strength) Destructive Potency Rank: C

    Sandbag Beat, The practitioner performs multiple extremely fast strikes, causing aggravated damage to a target. The technique is powerful enough to shatter and utterly destroy a giant rock. (11 Mastery, 21 Movement speed) Combined Destructive Potency Rank: C

    Ikkōtsu (一骨, Single Bone), A powerful punch used by the user. Using this technique, user could damaged much of his opponents abdomen and sent him flying along a city street and into a building, destroying it. Requirements : (11 Mastery, 21 Strength) Destructive Potency Rank: C

    Shō Ryū Ha (昇龍覇; Rising Dragon Punch) The user intensifies his energy and gives an upward blow be it punch or kick. The upward release of energy is comparable to the image of a majestic dragon rising towards the sky. A breath and drag violently hitting the opponent rose into the air with the image of a dragon devouring the opponent. Range is 1.5x arms reach. (31 mastery, 21 strenght) Destructive Potency Rank: C

    Ryū Hi Shō (龍飛翔; Soaring Mountain Dragon) An attack similar to Rozan Sho Ryu Ha, but in a horizontal forward rather than upward. Range is 1.5x arms reach. (31 mastery, 21 strenght) Destructive Potency Rank: C

    Sōkotsu (双骨, Double Bone), Stronger than Ikkotsu, it is a powerful two-fisted punch used by the user. The attack can completely destroy an opponent with a single blow. (41 Mastery, 41 Strength) Destructive Potency Rank: B

    Meitei Hōshō Ken (冥躰鳳昇拳, Void Phoenix Ascension Fist), User drives his foot into the ground and takes a stand to put more power in his strikes. Followed by a twisting punch that is launched into his opponent's body. The twisting motion further increases the power of his punch. (41 Mastery, 41 Strength, 41 Reaction Speed) Destructive Potency Rank: B


    Ryūsui Gansai-ken, The user is able to create an area where his fists will destroy anything that enters, protecting those inside. This skill is enough to redirect powerful and fatal attacks that might come, as well as applying devastating hit on impact. (41 Mastery, 41 Reaction Speed, 41 Movement Speed) Destructive Potency Rank: B

    Keimon : Asaku Jaku, This technique is started by kicking the enemy into the air. The user then jumps into the air in a distinctive stance and begins punching the enemy repeatedly. The punches are so fast, they are set ablaze by sheer speed and friction which in turn creates a peacock-like fan of flames around the opponent. Once the attack is finished, the enemy will be sent crashing back to the ground, covered with the attack's aura. (41 Mastery, 41 Movement Speed, 41 Reaction Speed) Combined Destructive Potency Rank: B


    Meitei Kūryū Ken (冥躰空龍拳, Void Sky Dragon Fist) ,The user attacks his opponents rapidly with a barrage of punches to the point of creating tremendous momentum that makes him twist like a tornado in mid-air. The momentum he creates from his repeating blows preserves his midair rotations. (61 Mastery, 61 Reaction Speed, 61 Movement Speed) Destructive Potency Rank: B (each strike)

    Kyomon : Hirudora, The user places a palm facing forward in front of their face with one hand and then taps it with his other hand, formed into a fist, which creates a massive amount of air pressure that launched into the opponent in the shape of one by leaving a gigantic tiger-shaped impressions. The air pressure will condense as it's moving and be focused into a single point. The technique then explodes on command, releasing the built up air pressure in an instant, causing a massive explosion. This technique leave a huge fatigue to the user. (71 Mastery, 61 Strength, 61 Stamina) Destructive Potency Rank: A

    Kiba Sōshi, By focusing power to the fingertips, the user's fingertips became far more powerful than steel, capable of hitting the smallest weak points with single hits of incredible accuracy. This move is known to be smooth like water, but powerful enough to destroy rock with unparalleled destructive power. (61 Mastery, 61 Strength) Destructive Potency Rank: A

    Senpū Tetsuzan-ken, This technique involves a powerful hand rotation technique to create a razor sharp whirlwind pressure that cuts the opponent. This attack then pushes the opponent back with various degrees of force depending on the proximity towards the eye of the whirlwind. (61 Mastery, 61 Movement Speed, 61 Reaction Speed) Destructive Potency Rank: A

    Kamakiri Ken (螳螂 拳 , Praying Mantis Palm) This technique approach the circular movements of the mantis’s legs. This palm technique solidifies the inner side of the palm along with quick turns in wrist movement. As the result, the deadly force is actually formed at the angles of the palm. The victim may not be able to see what has hit him to cause the fatal injury. (61 Mastery, 61 Strength, 61 Movement Speed) Destructive Potency Rank: A

    Take-Ha Ken (竹葉拳, Bamboo Leaf Palm) The user focuses energy in the lower Dantien (abdoment) level and uses his center of the palm to hit the target. Force does not come from the hand or the wrist, nor shoulders or anywhere of the torso. The energy is directed from the Dantien level and quickly travels through the Front and Back Channels to gather at the palm center, then exposes at the end of the execution. (61 Mastery, 61 Strength) Destructive Potency Rank: A


    La Muerte (魔人の一撃 , One Strike of the Demon), A powerful attack, the user's fingertips charge in the forms of five disks of crackling energy, and he forms a fist and punches his opponent. The blow is devastating, and upon contact, a huge skull shape is gouged into the surface behind the target. Those who are struck by it are like sacrifices crucified and offered to the devil (91 Mastery, 61 Strength) Destructive Potency Rank: S

    Futsu no yashi (仏の椰子, Buddha Palm) User's palm applies a strong force to the front and it becomes a blow into the volume of the compressed air, it by then pushes this energy toward the target. The power it generates does not always require physical contact to injure the target. (91 Mastery, 91 Strength) Destructive Potency Rank: S

    Hachimon Tonkō no Jin : Sekizo, This technique is acontinuous assault of five punches, with each strike being performed faster than the one before. It creates a cannon ofpressurised air which bears the appearance of an elephant's leg, causing devastating damage to the opponent. The first punch alone was capable of creating a massive and deep tunnel in the ground. This attackleave an immense amount of fatigue to the user. (81 Mastery, 81 Stamina, 61 Strength, 61 Movement Speed) Combined Destructive Potency Rank: S

    Hachimon Tonkō no Jin : Yagai, The user dashes forward at such an extreme speed that the space within the immediate vicinity of the technique is distorted, making it impossible for the target to defend against it. The user then deals an immensely powerful kick which carries such force that it is capable of obliterating the target's body, as well as creating a devastating shock wave linear to the kick. The recoil was such that it's completely incapacitated the user afterwards for quite some time. (91 Mastery, 81 Stamina, 71 Strength, 71 Movement Speed) Destructive Potency Rank: S



    Kendo :

    Ryūtsuisen (龍槌閃, Dragon Hammer Flash) - An attack that's done from a position higher than one's opponent (usually initiated by a jump), one uses the momentum of the fall to strengthen a two-handed sword swing that brings the blade down on the opponent. (11 Mastery, 21 Strength) Destructive Potency Rank : C

    Ryūtsuisen - Zan (龍槌閃・惨, Dragon Hammer Flash: Disaster) - Beginning in the same way as Ryūtsuisen, the user positions the sword as to initiate a downward stab instead of a downward swing. (11 Mastery, 21 Strenght) Destructive Potency Rank : C


    Tsumuji (旋, Whirl) - Tsumuji is an attack which involves a more forward direction of spinning, such as in a drilling motion. (11 Mastery, 21 Movement Speed) Destructive Potency Rank : C

    Kogarashi (凩, Wintry Wind) - An attack that involves a simple backhanded slash from a single turn to strike the foe away. This is meant to be a quick and possibly situational strike. (11 Mastery, 21 Movement Speed) Destructive Potency Rank : C

    Bakuryūha (爆流破, Backlash Wave), The user placing his sheathed sword upright and focusing his sense towards his opponent. The user then rapidly unsheathes, then slash the enemy using his sword. The user does this technique back-handed. (11 Mastery, 21 Strenght) Destructive Potency Rank: C


    Hiten no Yomi (飛天の読み, Flying Heaven's Reading) A counter attack technique when the user readies himself in an upright re-sheathing stance as he nearly reaches for his sword. If he is hit during the stance, he'll instantly strike with a single fast-slash which has him re-sheathing his sword, akin to iaidō. (21 Mastery, 21 Movement Speed, 21 Reaction Speed) Destructive Potency Rank : C

    Doryūsen (土龍閃, Earth Dragon Flash) A ranged attack, Doryūsen strikes an opponent outside of the user's range by striking the ground and sending earthen debris at said opponent with knockout force. (31 Mastery, 31 Strength) Destructive Potency Rank : C

    Sankon Tessō (散魂鉄爪, Scattering Iron Claws) The user holding one of his swords vertically above his other shoulder of his sword arm, and then performs a circular swing that launches the air compressed projectile spiraling towards the target. (31 Mastery, 31 Strength) Destructive Potency Rank: C

    Kaze no Kizu (風の傷, Wind Scar), To initiate it, the user first holds one of his swords horizontally above his shoulder, and then performs a swing that launches a compressed air projectile towards the target. (31 Mastery, 21 Strength) Destructive Potency Rank: C

    Ryūmeisen (龍鳴閃, Dragon Cry Flash) An unusual technique in which one uses his speed to sheathe the sword rather than to draw it. The speed and force creates a miniature sonic boom that can be used to temporarily stun opponents with particularly sensitive or acute hearing by affecting their auditory nerves. (51 Mastery, 51 Movement Speed) Destructive Potency Rank : C

    Yamimatoi : Kuroba, The user coats his sword in darkness aura, extending its reach, and then swings the sword down. (41 Mastery, 41 Strength, 41 Movement Speed) Destructive Potency Rank: B

    Hiken - Tsukikage, The user dashes to his opponent with great speed before attacking them with a quick lateral sword strike. The tremendous speed leaves a trace of afterimage in the process. (41 Mastery, 41 Movement Speed, 41 Reaction Speed) Destructive Potency Rank : B


    Iaigiri (居合斬り), The user performs a quick and powerful slash with their sword in order to cut the intended target, before immediately re-sheathing the blade afterwards. (41 Mastery, 41 Strength) Destructive Potency Rank: B

    Meidō Zangetsuha (冥道残月破, Dark Path of the Dawn Moon Wave) A stronger version of Bakuryūha. The user swings his sword in a very quick and powerful unsheathe move to slice his opponent. This attack is strong enough to easily slice a Dragon. (41 Mastery, 41 Strength) Destructive Potency Rank: B

    Hijin Kessō (飛刃血爪, Flying Blood Claws) The user launches from his sword a red crescent-like projectile of compressed air to the opponent with great speed. (51 Mastery, 41 Strength) Destructive Potency Rank: B

    Sōryūha (蒼竜破, Dragon Strike), A powerful burst of thrust. The air projectile that released from the thrust takes the form of a dragon. (51 Mastery, 41 Strength) Destructive Potency Rank: B

    Mikazukigiri (三日月斬り), The user swings their sword in a single, large, crescent moon-shaped arc, which occurs with such ferocious velocity that the technique can be employed in situations where only a very limited time to react is available. The swing can be used to counter attacks from multiple opponents simultaneously. (51 Mastery, 41 Strength and 41 Movement Speed) Destructive Potency Rank: B

    Uragiri (裏斬り), The user does a powerful spin, generating the momentum needed to slash at any opponents behind them. The user can also utilise this spinning motion to trick an enemy that's in front of them. The enemy is fooled into thinking the user will attack them, but instead the user attacks the targets behind the user. (61 Mastery, 41 Strength and 41 Movement Speed) Destructive Potency Rank: B

    Ryūkansen (龍巻閃, Dragon Coiling Flash), Most often used as a counterattack against a thrust or charge, one sidesteps a forward-moving opponent and moves past them. In doing so, one spins in a full circle, adding momentum and centrifugal force to the strength of the sword swing, which is then aimed at either the opponent's back or the back of the neck. (41 Mastery, 41 Movement Speed, 41 Reaction Speed) Destructive Potency Rank: B

    Ryūshōsen (龍翔閃, Dragon Flight Flash), Ryūshōsen is a rising attack meant to strike the jaw from below. For additional power, one uses one's free arm to apply force to the back of the blade and utilizes a powerful upward jump during the attack. (41 Mastery, 41 Strength, 41 Movement Speed) Destructive Potency Rank: B

    Ryūsōsen (龍巣閃, Dragon Nest Flash), A massive flurry of strikes delivered to the opponent. The sheer speed of the slashes makes this technique difficult to counter. (51 Mastery, 51 Movement Speed, 41 Reaction Speed) Destructive Potency Rank: B

    Ryōdan (両断, Bisection), A technique which uses when the user is gripping his sword with two hands. It allows one to split an opponent down the middle. (61 Mastery, 61 Strength) Destructive Potency Rank: A

    Ryūkotsusei (竜骨精, Dragon Bone Spirit), The swords are positioned pointing at the enemy. The user approach his enemy using dance-like movements, then lunges forward and hits the enemy with great impact. Resembles a dragon's movement. (61 Mastery, 61 Strength and 41 Movement Speed) Destructive Potency Rank: A


    Issen (一閃 ), A swift ranged attack where the user swings their sword at a target swiftly, releasing a sharp crescent of wind in the arc that the blade was swung. (71 Mastery, 61 Strength and 61 Movement Speed) Destructive Potency Rank: A

    Yamimatoi : Avidya Slash, The user channels darkness aura into their sword and releases that darkness with a slash that flies at the opponent. The wave of darkness retains the same sharpness as an edged weapon. (71 Mastery, 61 Strength, 41 Movement Speed) Destructive Potency Rank: A

    Agitowari (顎割, Jaw Splitting), A single sword attack which cuts an opponent in half from the jaw down the length of the body until the target is bisected. It's used when the enemy is charging into the user. (61 Mastery, 61 Strength, 61 Reaction Speed) Destructive Potency Rank: A

    Yūga (優雅 , Elegance) It is an offensive technique as it involves stepping forward, slipping past an opponent's side, and then moving behind them in order to strike. The proximity of the after-image is such that it appears as if the user had slipped through their opponent's body. (61 Mastery, 61 Strength, 61 Movement Speed) Destructive Potency Rank: A


    Gokuryūha (獄龍破, Prison Dragon Twister), The user spins to create a dragon-like tornado that both slashes and blows away the targets, but the attack keeps going like an actual whirlwind and cuts up anyone who gets caught in it. Imprisoning the targets until the whirlwind ended or the targets able to break away. (71 Mastery, 71 Strength) Destructive Potency Rank: A

    Kongōsōha (金剛槍破, Diamond Spear Blast), The user holds two swords at an angle against each other and rotates them rapidly while running towards his opponent to create momentum. He then slices up the foe with full speed and power. (71 Mastery, 61 Strength and 61 Movement Speed) Destructive Potency Rank: A

    Tsubame Gaeshi (つばめ がえし, Turning Swallow Cut) A cutting technique that mimicked the motion of a swallow's tail during flight. This cut was reputedly so quick and precise that it could strike down an object that move rapidly in mid-flight. This technique leaving almost zero openings and nearly zero chance of failure. (71 Mastery, 71 Strength, 71 Movement Speed) Destructive Potency Rank: A

    Tsubaki no Mai (椿の舞), The user stabs chaotically and continuously which causes the opponents eyes to lag behind. The speed resembles afterimages, the hand with the sword is again and again visibly projected. And yet the movement is irregular which makes it difficult to predict. With each thrust the sword's track is very capable of changing. The attack comes from unexpected angles, causing a person's delicate defence reaction to come off guard. Though one can have great reflexes and moving ability, it is next to impossible to keep dodging the fierce attack until it stops. Thus if one showed an opening, a finishing blow will be dealt by one stab in an instant. (71 Mastery, 61 Strength and 71 Movement Speed) Destructive Potency Rank: A

    Kuzuryūsen (九頭龍閃, Nine-Headed Dragon Flash) - A dashing attack that simultaneously strike all nine vital spots on the foe's body. Head, both shoulder, both arm's center, both lower arms, groin, and chest. Because of all the different targets it is very hard to dodge. The strength of this move will differ greatly depending on the strength and the speed of the user. (61, 81, 100 Mastery, 61, 81, 100 Strength, 61, 81, 100 Movement Speed) Destructive Potency Rank : A, S, S+ (combined DPR)

    Yamimatoi : Jigengiri, A stronger version of Avidya Slash. This attack is capable of splitting a mountain in half. (81 Mastery, 81 Strength, 61 Movement Speed) Destructive Potency Rank: S


    Amakakeru Ryū no Hirameki (天翔龍之閃; Heavenly Soaring Dragon) The ultimate secret technique of drawing sword. While a normal strike is performed by drawing the katana from its sheath on one side while stepping forward with the opposite foot using a single step, however this strike adds another step mid-draw with the foot adjacent to the sheath which momentarily creates an instantaneous acceleration to the forward-charge as well as the sword draw. Meanwhile, the range of the attack is increased and the timing of the attack changes slightly, which can throw off the opponent. if the strike itself blocked or dodged, a missed swing leads naturally into an accelerated spin of such centripetal force. The added momentum of the spin in addition to the pulling force of the vacuum on both side results in a second strike that greatly dwarfs the first in power. (85 Mastery, 71 Strength, 71 Movement Speed, 71 Reaction Speed) Destructive Potency Rank : S

    Hiten Mugen Zan (飛天無限斬, Flying Heaven Infinity Slash), An ancient and seemingly lost move. Hiten Mugen Zan is a light speed charge followed by a slash of unrivaled power. (81 Mastery, 81 Strength, 81 Movement Speed) Destructive Potency Rank: S

    Hitotsume: Nadegiri (一つ目・撫で斬り, The First: Killing Stroke), A precision cut of extreme force and speed which can slice through large, multi-story high opponents. The opponent is killed with one swift slash so precise, they are not even aware of it until after it has taken place. (81 Mastery, 71 Strength, 71 Reaction Speed, and 71 Movement Speed) Destructive Potency Rank: S
    --- Double Post Merged, Jun 17, 2018 ---
    @Chris Mic

    Custom Abilities: puffer-fishman

    -Blow-Up Punch:
    Swell up your arm and hand and enlarge it and the spikes on it due to your Pufferfish Fishman nature and smash it into an opponent. (21 Fishman Krate and 21 Strength) Destructive Potency Rank: C

    -Swole Defence - Arm:
    Swell up your arm and hand to enlarge it and the spikes on it due to your Pufferfish Fishman nature and defend against an opponent's attack directed towards your upper side. The opponent will be damaged for attacking you. (21 Fishman Krate and 21 Strength) Destructive Potency Rank: C (For Defence). 1-turn cooldown.

    -Blow-Up Kick:
    Swell up your leg and foot and enlarge it and the spikes on it due to your Pufferfish Fishman nature and kick the opponent. (21 Fishman Krate and 21 Strength)
    Destructive Potency Rank: C

    -Swole Defence - Leg:
    Swell up your leg and foot and enlarge it and the spikes on it due to your Pufferfish Fishman nature and defend against an opponent's attack directed towards your lower side. The opponent will be damaged for attacking you. (21 Fishman Krate and 21 Strength) Destructive Potency Rank: C (For Defence). 1-turn cooldown.
    --- Double Post Merged, Oct 15, 2018 ---
    @SageDGod
    Falcon Sumo

    General description: This fighting style makes Use of the users flexibility and speed to evade and maneuver around the enemy in a display of areal grace while using your strength and endurance to attack your enemy with full power or use their own weight and momentum against them the minute your feet touch the ground.

    Techniques:
    Starting Pose- the precursor to the fighting style, starts off in a sturdy horse stance with one fist on the ground. When the other touches the ground, the user throws themselves forward, usually into a headbutt aimed for the face or collar bone. Can be used in battle to quickly evade attacks and increase your momentum. (requires 21 mastery, 11 strength, 11 movement) - DPR: C

    Hiyaku (soar)- the user uses one arm to almost weightlessly push themselves into the air gracefully. Can be used after vaulting off of an opponents arm or upper body. (requires 21 mastery, 21 movement)

    Diving shoulder throw- the user flips over their opponent and maintains wrist control over their opponents arm, and the minute their feet touch the ground, the user flips them over their shoulder and slams the opponent face/back first onto the ground in a devastating shoulder throw. (requires 21 mastery, 21 movement, 11 strength) - DPR: C

    Talon Tsuppari: a series of deadly open palm strikes aimed at the solar plexus, collar and throat, and the face, however the fingers are hardened and forward facing like the talons of a bird of prey. This can be used in midair. (requires 41 mastery, 41 strength) - DPR: B (combined)

    Feather dance: the user fashions their body like a feather and glides around the opponent's strikes. Unlike Kami-E, the user has to maintain full control and serenity to maintain this technique or they could unconsciously twist their body a way it shouldn't and damage themselves. Can avoid one to two attacks from some one with one higher bracket in movement speed (1 turn cool down)(requires 51 mastery, 51 movement)

    Falcon's Eye Hariate: a well aimed palm strike that sucks all the momentum from the users almost ballet like movements as their feet slam to the ground in a firm horse stance and strikes out wherever they chose to aim to blow all of their energy into one strike. This strike will send the enemy flying from the force upon impact. This fighting style is all about shifting your momentum so if the attack is used, the user must return to the starting pose to gain that momentum and continue the martial art. (requires 61 mastery, 61 strength)- DPR: A

    Dive Bomb Suplex- like the Falcon's Eye Hariate, this move saps all previous momentum as the user shifts it all into their opponent, making them feel lighter than air, even should they be a humongous individual. The user throws the opponent into the air and jumps after them, latching onto them from behind. They then begin a decent and the user begins to spin and flip to disorient the opponent before the user lands on their feet and either throws the opponent a fair distance or they complete the arch and slams the opponent neck first into the ground. (requires 61 mastery, 61 strength, 61 movement) - DPR: A
     
  5. joby

    joby

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    @Cpt.
    Custom Martial Arts - Exodus

    Requires 61 mastery. A martial arts path of one who follows the LORD God. It is learned and mastered only through pilgrimage. Taught to those who had been slaves. The more mastery you acquire the closer you are to wisdom and the more love you posses.

    Plagues
    - water into blood: The first of the plagues, transforming water into blood. It is a foundation for further plagues to come.
    Kö uses his powerful jaws to chomp down on the foe.
    (requires 61 strength, 61 mastery) - DPR: A
    - swarm of frogs: The second of the plagues, from the corrupted waters arrives a confusing swarm of frogs which flood the streets.
    Kö quickly hops in random directions making him hard to track and hit. Gives +20 reaction. 1 turn cool down. Usually chained into a moving attack afterward.
    (requires 41 strength, 61 movement, 61 reaction, 61 mastery)
    - dust into lice: The third of the plagues, transforming the dust of the earth into lice which corrupt the people.
    Kö digs into the ground with his canine paws and throws dirt at the enemy to cause a status.
    (requires 61 strength, 61 mastery) - DPR: D
    - swarm of flies: The fourth of the plagues, the rot thus far summons a swarm of flies to cover the land.
    Kö channels his spiritual element of wind and inhales strongly before blowing as hard as he can. Used to push back enemies and projectiles of mastery less than the user's. (requires 71 strength, 71 mastery) - Defensive DPR: A
    - pestilence, death of livestock: The fifth of the plagues, the totality of horror so far brings for pestilence which causes painful death.
    Kö knocks the enemy down with his large size and drags them across the ground. If they are cut then their wounds will worsen.
    (requires 71 strength, 61 mastery) - DPR: C
    - ash to skin boils: The sixth of the plagues, from a handful of ash spread through the air on contact it corrupts the skin and creates sores and boils
    Kö presses against the enemies body powerfully with his fur aiming to irritate cuts. (requires 61 strength, 61 mastery)
    - thunder, hail and fire: The seventh plague, a show of god's power over earth's weather summoning thunder, hail and fire.
    Kö releases his anger and ferocity as a mighty lion's roar which creates a pressure wave in the air.
    (requires 81 strength, 81 mastery) - DPR: A
    - locust eating crops: The eighth plague, a swarm of locust devours the crops to maintain misfortune down the road.
    Kö uses his powerful jaws to destroy an enemies item (food, equipment, weapon). (Requires 61 strength, 61 mastery) - DPR: A
    - three days of darkness: The ninth plague, to induce great fear three days and nights of darkness.
    Kö aims to bat the enemy in the head with his heavy paw. Depending on the damage it will deal blindness (super effective), disorient (quite effective) or cause dizziness (normal damage).
    (requires 61 strength, 61 mastery) - DPR: B
    Blood of the Lamb
    Kö sacrifices his own flesh to the LORD God. For he is not more than a beast himself. A splash of blood paints the land. Now that he is protected he can let loose a plague...
    (prerequisite to death of the first borne)​

    -death of the first borne: The tenth plague, to mark your house in blood is to mark yourself a disciple and gain protection from the true wrath, a slaughter to all first borne.
    Kö enters a berserk state giving him +10 Strength, he slashes enemies with a death cross using his sharp claws. Allies are able to protect themselves by painting themselves in their own blood. It is more likely to succeed if the enemy is the first borne. Can only be used while the user is bleeding. Lasts for three turns or until all non marked beings are defeated. Has a five turn cool down. Most effective against a large group of enemies. (requires 71 strength, 71 mastery) - DPR: A​
    The Burning Bush
    Kö swipes with a single claw so swiftly that it leaves a burn on skin. Flammable objects may begin to combust in a proper situation.
    (requires 41 strength, 61 mastery) - DPR: B​

    Harden all but your Heart
    Kö activates his full body armament haki strengthening even his fur transforming it from wispy curls to sharp steel-like spikes.
    (requires 81 armament, 81 mastery)​

    Exodus from Egypt
    passive

    Kö does not easily tire or complain from long voyages nor the shifting weather of the world. He is very adaptable and content to be somewhere new.
    (requires 81 endurance, 81 mastery)​

    Parting the Red Sea
    Kö stands on his hind legs bringing his front claw in, crossing them. As he pushes off with his legs he slashes his claws outward creating a sharp vertical rift in the air.
    (requires 91 strength, 91 mastery) - DPR: S
    Song of the Sea
    Kö remembers his pilgrimage thus far. He hopes that he will find atonement for his sins. Charging in aggressively towards his enemy his leaps whips the back of his body at them like a crushing wave, spinning to face them before he lands.
    (requires 81 strength, 81 movement, 81 mastery) - DPR: S​

    Wilderness
    Kö makes use of his environment. He lies in wait using his enhanced beast senses to track his prey. This makes him a bit harder to detect, although he is quite large...
    (requires 61 mastery)​

    Covenant at Mt. Sinai
    passive

    Kö recalls his pledge to the LORD God. When fighting those weaker than him, he will be careful to obey the LORD. Prevents the user from dealing damage greater than "quite effective" unless he is berserk.
    (requires 100 mastery)​
    Ten Commandments - ten holy rules that Kö "follows"
    1. I am the LORD your God you shall not have strange Gods before me
    Kö uses this move as a counter against the most powerful close combat techniques. He clashes with the enemy and overpowers them utilizing his size. Can only be used against a move with S+ DPR. Gives +1 strength. 1 turn cool down.
    (requires 100 strength, 100 mastery, 100 reaction) - DPR: S+
    2. You shall not take the name of the LORD your God in vain
    Kö uses this move as a counter to a weaker close combat technique. He bats the attack away with a single paw. Can only be used against a move with A DPR or less.
    (requires 81 strength, 81 mastery) - DPR: S
    3. Remember to keep holy the LORD's Day
    passive
    Kö refuses to fight on Sunday. His will is so strong that haki turn requirements are ignored on this day.
    (requires 81 strength, 81 mastery)
    4. Honor your father and your mother
    Kö uses this move as a combo to boost a friend's physical power with his own. Must be combined with an allies attack.
    (requires 81 strength, 81 mastery) - DPR: S
    5. You shall not kill
    passive
    Kö's place is not to judge those before him. He will not kill... intentionally.
    6. You shall not commit adultery
    Kö uses this move as a counter against a blade. Slashing at the wrist in order to disarm an enemy.
    (requires 81 strength, 81 mastery) - DPR: S
    7. You shall not steal
    Kö uses this move as a counter to sneak attacks. By focusing his color of observation at his blind spot and his animal enhanced senses in front of him it is extremely difficult to sneak up on him.
    (requires 81 reaction, 81 observation, 81 mastery)
    8. You shall not bear false witness against your neighbor
    passive
    Kö is capable of seeing through lies and illusions. He uses his observation haki to find where his enemy truly is. He also can tell when someone is lying.
    (requires 81 observation, 81 mastery)
    9. You shall not covet your neighbor's wife
    passive
    Kö has a strange affinity for knowing what is going on with Conis and therefore Shalki. Perhaps because Skypiea is so close to the heavens?
    10. You shall not covet your neighbor's goods
    passive
    Kö has a strange affinity for knowing how much money @Larsi and @Mirror D. Roogy have.​
    Denial to Tabernacle
    An image of the tabernacle shines from the heavens to surround Kö. Within it, a glimpse of Eden. Those who have sinned are denied entrance. Enemies within the image of the tabernacle are judged by the LORD God. They see the truth wrath of the LORD who blesses Kö. The beast of God destroys his enemies with a barrage of attacks. Places the users strength at 120 (maximum). Can only be used once per day as Kö is also judged by the LORD God in this attack and pays for his sins leaving him KO'd afterwards.
    (requires 100 strength, 100 mastery, level 80) - DPR: S+​

    @CAPTAIN KHAN
    Kinjustu " Sea Sword Style ". This Sword style requires Nitoryu ,Ittoryu for its most basic attack and gradually all three forms of Haki in order of mastery to use Sword like a form of the Sea .


    Crude Thrust

    Required Mastery: ]Nitoryu: 21, Strength: 21)
    The user leans backs and thrusts his both swords one from above and one below to two opposing momentum on target's body for more damage.
    DPR: C


    Bullet (弾丸)

    Required Mastery: ( Ittoryu: 41, Strength: 41)
    The user thrusts one of his swords towards his target by twisting his wrist, forearm, and shoulder inward, toward his chest. When he pulls back his sword arm, his arm remains halfway extended for a repetition for the attack.
    DPR: B
    Senkou(閃光, Flash)
    Required Mastery: ( Ittoryu: 51, Strength: 41,Reaction:41)
    Used as an counterattack ,the user bents one of his sword arm and thrusts the holding sword to the incoming opponent . It uses the opponent's forward momentum and adds to it .
    DPR: B
    Heavenly Swing
    Required Mastery: (Nitoryu: 41, Strength: 41, Armament Haki: 11)
    The user summons the Heavens' Sea using Haki* which acts like an Unstable Resin to the Swords and sweeps the area from the opposite side using both the swords.
    * The user actually disturbs the life-force of vapours (using Haki) present in the air to create an Unstable Environment within the swords' reach

    DPR: B


    Smash(スマッシュ)

    Required Mastery: ( Ittoryu/Nitoryu: 61, Strength: 61)
    The user leans to either his right or left side and strikes towards his opponent with slashes from both his swords .
    DPR: A
    Dragon Fish Blow(竜魚打撃)
    Required Mastery: ( Ittoryu/Nitoryu: 61, Strength: 61,Movement Speed: 61)
    The user charges in crouching with one sword aiming for the opponent's torso from below. With their opponent's attention is directed down, the user jumps and swings his other sword from above and hits the head
    DPR: A
    Hien(ヒエン,The Swallow)
    Required Mastery: ( Ittoryu: 71, Strength: 61)
    The user starts with either a one sworded upward slash from below or a forward horizontal thrust but stops halfway, then abruptly flies it back at the opponent. Arm, elbow, and wrist rotation is applied so the strike can change its trajectory from slash to screwing thrust or thrust to a spinning slash.
    DPR: A
    Jolt Counter(ジョルトカウンター)
    Required Mastery: ( Ittoryu/Nitoryu: 71, Strength: 61, Movement Speed: 61,Reaction:61)
    To an impending attack ;the user crouching slightly in preparation for the follow-through,sprints forward, weaves both their swords over the opponent's attacking weapon or form .Using the sprint from the crouching position as additional momentum slams their swords into the opponent .
    DPR: A
    Cursed Dragon's Jaw
    Required Mastery: (Nitoryu: 71, Strength: 71, Armament Haki: 61)
    Two swords placed vertically and air-based projectile simultaneously from above and below towards the target like presented like a Dragon closing its Jaw on the target .
    DPR: A


    White Fang (ウァイト・ファング)

    Required Mastery: ( Ittoryu/Nitoryu: 81, Strength: 81)
    The user strikes an upward slash from below towards its target with one sword, then drives in with a thrust with the other sword from above. It must be stressed that there is virtually no delay between the two strikes. The combination is portrayed as a wolf's fangs as they sink into their victim.
    DPR: S
    Tsubame Gaeshi(燕返し,Swallow Reversal / Return)
    Required Mastery: ( Ittoryu/Nitoryu: 91, Strength: 81)
    The user starts with one sworded upward slash from below and a forward horizontal thrust by his other sword but stops them halfway, then abruptly flies them back at the opponent. Arm, elbow, and wrist rotation is applied so the strikes can change its trajectory from slash to screwing thrust and the thrust becomes a spinning slash.
    DPR: S
    Hurricane of The Underworld
    Required Mastery: Nitoryu: 91, Strength: 91, Armament Haki: 61)
    The user jumps into the air and swings his both swords towards the ground/water body to create an angular spin along with the debries from the ground/ water from the water body to hurl towards the target surrounding him/her in a hurricane enclosing viciously from a wide elliptical shape to singular point .
    DPR: S
     
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