Post by Masaru Sumire on Nov 14, 2017 21:43:20 GMT
JUTSU REGISTRATION
Name: Tameshi (Instance)
Rank: D
Specialty: Taijutsu
Hand Signs: None
Chakra Nature(s): None
Range: N/A
Description: Effectively nothing more than a chakraless Shunshin no Jutsu, Tameshi is a pure feat of sheer muscle strength, physical speed and practice that most shinobi need to expend chakra to accomplish. While the Shunshin no Jutsu remains one of Masaru's go to techniques for ease of use, Tameshi allows the man to accomplish the same speed and perform the same techniques reliant upon it even in the cases that chakra becomes unusuable or where its use is otherwise ill advised.
Drawbacks: Rapid, repeated and continuous use can tire the user out faster than the average Shunshin no Jutsu does. Additionally, the technique is impossible to use without the inherent strength/speed needed, often requiring years of training to reach a usable state although this has the added benefit of making it nearly impossible to copy via Sharingan or similar techniques.
Requirements: Speed Special Ability.
Accessible: Personal
Rank: D
Specialty: Taijutsu
Hand Signs: None
Chakra Nature(s): None
Range: N/A
Description: Effectively nothing more than a chakraless Shunshin no Jutsu, Tameshi is a pure feat of sheer muscle strength, physical speed and practice that most shinobi need to expend chakra to accomplish. While the Shunshin no Jutsu remains one of Masaru's go to techniques for ease of use, Tameshi allows the man to accomplish the same speed and perform the same techniques reliant upon it even in the cases that chakra becomes unusuable or where its use is otherwise ill advised.
Drawbacks: Rapid, repeated and continuous use can tire the user out faster than the average Shunshin no Jutsu does. Additionally, the technique is impossible to use without the inherent strength/speed needed, often requiring years of training to reach a usable state although this has the added benefit of making it nearly impossible to copy via Sharingan or similar techniques.
Requirements: Speed Special Ability.
Accessible: Personal
MADE BY ★MEUL
JUTSU REGISTRATION
Name: Iaiken (Prepared Cut)
Rank: C
Specialty: Kenjutsu
Hand Signs: None
Chakra Nature(s): N/A
Range: 3-5 meters by default. Upwards of 15-20 when combined with a rapid movement technique.
Description: The most basic of maneuvers from the Iaijutsu (or Battojutsu) school of kenjutsu, the technique is as simple as it is potentially deadly. As with most techniques in its class, Iaiken's lethality is entirely dependent on the skill of the individual using it - in the hands of most practitioners it can serve as a quick defensive measure or give them a solid advantage against most opponents, potentially ending the fight or at least landing a decisive blow early on, often disrupting opponents before jutsu can be cast. In that hands of a master swordsman, it is almost always a lethal first strike, capable of cutting through nearly any defense when combined with chakra flow techniques. Done from either a kneeling or standing position, the user dashes forward while simultaneously drawing their sword into a cutting motion, the momentum behind such movement usually generating a far more powerful slash than generally possible with an already drawn blade.
Drawbacks: Without the use of an additional technique to compensate, Iaiken's range is severely limited. Additionally, the technique is generally only useful at the start of fights as using it again requires the user to either sheath their blade or discard it in favor of drawing a new one, limiting subsequent uses both to opportunity and by the number of long, bladed weapons on their person.
Requirements: Speed Special Ability.
Accessible: Personal
Rank: C
Specialty: Kenjutsu
Hand Signs: None
Chakra Nature(s): N/A
Range: 3-5 meters by default. Upwards of 15-20 when combined with a rapid movement technique.
Description: The most basic of maneuvers from the Iaijutsu (or Battojutsu) school of kenjutsu, the technique is as simple as it is potentially deadly. As with most techniques in its class, Iaiken's lethality is entirely dependent on the skill of the individual using it - in the hands of most practitioners it can serve as a quick defensive measure or give them a solid advantage against most opponents, potentially ending the fight or at least landing a decisive blow early on, often disrupting opponents before jutsu can be cast. In that hands of a master swordsman, it is almost always a lethal first strike, capable of cutting through nearly any defense when combined with chakra flow techniques. Done from either a kneeling or standing position, the user dashes forward while simultaneously drawing their sword into a cutting motion, the momentum behind such movement usually generating a far more powerful slash than generally possible with an already drawn blade.
Drawbacks: Without the use of an additional technique to compensate, Iaiken's range is severely limited. Additionally, the technique is generally only useful at the start of fights as using it again requires the user to either sheath their blade or discard it in favor of drawing a new one, limiting subsequent uses both to opportunity and by the number of long, bladed weapons on their person.
Requirements: Speed Special Ability.
Accessible: Personal
MADE BY ★MEUL
JUTSU REGISTRATION
Name: Zanzou (Afterimage)
Rank: C
Specialty: Taijutsu/Ninjutsu
Hand Signs: None
Chakra Nature(s): N/A
Range: N/A
Description: A step up from the basic Shunshin no Jutsu in terms of pure speed and quite compatible with Tameshi, Zanzou allows the user to perform steps quickly enough that they leaves afterimages behind, completely outpacing the parent techniques for speed. While not necessarily a defensive nor offensive technique itself, Zanzou opens up a number of potential applications beyond simple mobility, allowing Masaru the opportunity to misdirect and confuse opponents through sheer speed alone. When combined with techniques such as Iaiken it allows her to end most fights or duels before the opponent ever gets the chance to draw a weapon or begin weaving hand seals, often still focused on the afterimage where the user still appears to be standing. Conversely, once a fight has started, the technique allows her to feign injury by allowing the afterimage to overlap with an enemy's incoming attack, often long enough for the Masaru to deftly maneuver behind/alongside his attacker in the same step for an instant counterattack - or, alternatively, prepare to withdraw before a fight escalates.
Drawbacks: First and foremost, the technique puts more strain on the user's body than most similar movement techniques - while this isn't particularly noticeable when using the chakra dependent Shunshin no Jutsu, rapid and repeated use with Tameshi can not only quickly tire the user and slow them to the point that Zanzou is unusuable, but it can also tear muscles without proper concentration and control. Finally, techniques that cause any sort of glow such as chakra enhanced blades effectively remove a significant element of surprise from the technique - while they do not slow it down, the light trail caused by the rapid movement eliminates the afterimage's usefulness as a distraction.
Requirements: Shunshin no Jutsu/Tameshi, Speed Special Ability
Accessible: Personal
Rank: C
Specialty: Taijutsu/Ninjutsu
Hand Signs: None
Chakra Nature(s): N/A
Range: N/A
Description: A step up from the basic Shunshin no Jutsu in terms of pure speed and quite compatible with Tameshi, Zanzou allows the user to perform steps quickly enough that they leaves afterimages behind, completely outpacing the parent techniques for speed. While not necessarily a defensive nor offensive technique itself, Zanzou opens up a number of potential applications beyond simple mobility, allowing Masaru the opportunity to misdirect and confuse opponents through sheer speed alone. When combined with techniques such as Iaiken it allows her to end most fights or duels before the opponent ever gets the chance to draw a weapon or begin weaving hand seals, often still focused on the afterimage where the user still appears to be standing. Conversely, once a fight has started, the technique allows her to feign injury by allowing the afterimage to overlap with an enemy's incoming attack, often long enough for the Masaru to deftly maneuver behind/alongside his attacker in the same step for an instant counterattack - or, alternatively, prepare to withdraw before a fight escalates.
Drawbacks: First and foremost, the technique puts more strain on the user's body than most similar movement techniques - while this isn't particularly noticeable when using the chakra dependent Shunshin no Jutsu, rapid and repeated use with Tameshi can not only quickly tire the user and slow them to the point that Zanzou is unusuable, but it can also tear muscles without proper concentration and control. Finally, techniques that cause any sort of glow such as chakra enhanced blades effectively remove a significant element of surprise from the technique - while they do not slow it down, the light trail caused by the rapid movement eliminates the afterimage's usefulness as a distraction.
Requirements: Shunshin no Jutsu/Tameshi, Speed Special Ability
Accessible: Personal
MADE BY ★MEUL
JUTSU REGISTRATION
Name: Seido Ken: Hitei (Precision Cut: Denial)
Rank: B
Specialty: Bukijutsu
Hand Signs: None
Chakra Nature(s): N/A
Range: Close Quarters
Description: Relying on incredible speed and precision and most effectively utilized with a high speed movement technique, Seido Ken is a technique used against either particularly troublesome opponents or those whose capture is a priority above elimination. Targeting the wrists, Seido Ken performs a lightning fast shallow cut or stab with the tip of a blade, cutting the tendons or severing key muscles while leaving critical blood vessels intact to avoid bleeding out. When performed correctly the technique denies the opponent use of their hands and fingers, effectively preventing all use of weapons, ninjutsu, genjutsu and grapple dependent taijutsu. Conversely, however, the technique can also be performed on other appendages such as legs to cripple mobility.
Drawbacks: Skill and precision are everything with Seido Ken. Used improperly or during inopportune moments when a clean strike isn't assured eliminates the entire point of the technique, often killing the target due to clipped blood vessels or punctured organs meant to be left untouched. As a result it is best used when surprise is an element, or when it is assured that the user is fast enough to not only outpace their opponent but to strike before they are able to react - as a result the technique is often best used in conjunction with a mobility boosting jutsu.
Requirements: None
Accessible: Personal
Rank: B
Specialty: Bukijutsu
Hand Signs: None
Chakra Nature(s): N/A
Range: Close Quarters
Description: Relying on incredible speed and precision and most effectively utilized with a high speed movement technique, Seido Ken is a technique used against either particularly troublesome opponents or those whose capture is a priority above elimination. Targeting the wrists, Seido Ken performs a lightning fast shallow cut or stab with the tip of a blade, cutting the tendons or severing key muscles while leaving critical blood vessels intact to avoid bleeding out. When performed correctly the technique denies the opponent use of their hands and fingers, effectively preventing all use of weapons, ninjutsu, genjutsu and grapple dependent taijutsu. Conversely, however, the technique can also be performed on other appendages such as legs to cripple mobility.
Drawbacks: Skill and precision are everything with Seido Ken. Used improperly or during inopportune moments when a clean strike isn't assured eliminates the entire point of the technique, often killing the target due to clipped blood vessels or punctured organs meant to be left untouched. As a result it is best used when surprise is an element, or when it is assured that the user is fast enough to not only outpace their opponent but to strike before they are able to react - as a result the technique is often best used in conjunction with a mobility boosting jutsu.
Requirements: None
Accessible: Personal
MADE BY ★MEUL
JUTSU REGISTRATION
Name: Boueki (Trade)
Rank: D
Specialty: What specialty is your jutsu? Ninjutsu, Taijutsu, etc. Can be more than one.
Hand Signs: None
Chakra Nature(s): N/A
Range: N/A
Description: The second of Masaru's two disarming techniques that preserve the enemy weapon. Starting with a weapon of his own, this technique is most effective against more ornate weapons. In this one, Masaru simply utilizes the point or edge of his own weapon to catch onto vulnerable areas of others, such as the ring at the base of most kunai or the guards of ornately edged weapons. Utilizing a strong, upward pull, he then yanks the opponent's weapon out of their grasp, leaving them open to a counter attack. At this point Masaru can either attempt for a finishing strike if possible or another move meant to distract them should he wish to take possession of their weapon as it falls back to earth.
Drawbacks: Most obviously, the technique is best used without warning - should the opponent be strong enough to maintain their grip or be given the opportunity to disengage and gain distance the technique can fail.
Requirements: None
Accessible: Personal
Rank: D
Specialty: What specialty is your jutsu? Ninjutsu, Taijutsu, etc. Can be more than one.
Hand Signs: None
Chakra Nature(s): N/A
Range: N/A
Description: The second of Masaru's two disarming techniques that preserve the enemy weapon. Starting with a weapon of his own, this technique is most effective against more ornate weapons. In this one, Masaru simply utilizes the point or edge of his own weapon to catch onto vulnerable areas of others, such as the ring at the base of most kunai or the guards of ornately edged weapons. Utilizing a strong, upward pull, he then yanks the opponent's weapon out of their grasp, leaving them open to a counter attack. At this point Masaru can either attempt for a finishing strike if possible or another move meant to distract them should he wish to take possession of their weapon as it falls back to earth.
Drawbacks: Most obviously, the technique is best used without warning - should the opponent be strong enough to maintain their grip or be given the opportunity to disengage and gain distance the technique can fail.
Requirements: None
Accessible: Personal
MADE BY ★MEUL
JUTSU REGISTRATION
Name: Dorobou (Thief)
Rank: D
Specialty: Taijutsu
Hand Signs: None
Chakra Nature(s): N/A
Range: N/A
Description: One of Masaru's two disarming techniques that preserve the enemy weapon. In this one he begins barehanded, utilizing his trained speed to its fullest, potentially with a mobility boosting jutsu if required. As the enemy begins a swing or stab, Masaru will reach forward to either slap aside the weapon's flat side, avoiding the edge, or if this is impractical, perform a quick sidestep to avoid the weapon and get inside the enemy's guard. With Masaru's other arm he will deliver a quick palm strike to the face, the first hand taking hold of the opponent's weapon hand and pinching down on the soft, sensitive tissue between the thumb and index finger, forcing the opponent to loosen their grip and allowing him to twist the weapon out of their hand, taking possession of it for himself.
Drawbacks: Due to the rapid series of actions used, the user must be able to outpace their opponent in hand to hand combat - the larger the weapon, the easier this usually is. Some techniques such as Earth Spear that harden or protect the user's body from weaker physical attacks may also negate this technique.
Requirements: None
Accessible: Personal
Rank: D
Specialty: Taijutsu
Hand Signs: None
Chakra Nature(s): N/A
Range: N/A
Description: One of Masaru's two disarming techniques that preserve the enemy weapon. In this one he begins barehanded, utilizing his trained speed to its fullest, potentially with a mobility boosting jutsu if required. As the enemy begins a swing or stab, Masaru will reach forward to either slap aside the weapon's flat side, avoiding the edge, or if this is impractical, perform a quick sidestep to avoid the weapon and get inside the enemy's guard. With Masaru's other arm he will deliver a quick palm strike to the face, the first hand taking hold of the opponent's weapon hand and pinching down on the soft, sensitive tissue between the thumb and index finger, forcing the opponent to loosen their grip and allowing him to twist the weapon out of their hand, taking possession of it for himself.
Drawbacks: Due to the rapid series of actions used, the user must be able to outpace their opponent in hand to hand combat - the larger the weapon, the easier this usually is. Some techniques such as Earth Spear that harden or protect the user's body from weaker physical attacks may also negate this technique.
Requirements: None
Accessible: Personal
MADE BY ★MEUL
JUTSU REGISTRATION
Name: Ryouyou (Prepared Cut: Dual Cut)
Rank: B
Specialty: Kenjutsu
Hand Signs: None
Chakra Nature(s): N/A
Range: 3-5 meters by default. Upwards of 15-20 when combined with a rapid movement technique.
Description: Identical in both use and mechanics to the basic Iaiken technique, Ryouyou instead employs dual blades in its execution instead of a single one. In practice this addition of another blade dramatically increases the overall lethality of the opening blow, allowing the user to simultaneously target two different opponents, two different body parts on the same individual or otherwise occupy whatever defense or block they may be able to muster with one blade while the second presses a vulnerability.
Drawbacks: Aside from sharing the same weaknesses and impracticalities as the parent technique, Ryouyou also trades off the ability to perform most means of conventional ninjutsu or genjutsu as both hands are occupied.
Requirements: Iaiken
Accessible: Personal
Rank: B
Specialty: Kenjutsu
Hand Signs: None
Chakra Nature(s): N/A
Range: 3-5 meters by default. Upwards of 15-20 when combined with a rapid movement technique.
Description: Identical in both use and mechanics to the basic Iaiken technique, Ryouyou instead employs dual blades in its execution instead of a single one. In practice this addition of another blade dramatically increases the overall lethality of the opening blow, allowing the user to simultaneously target two different opponents, two different body parts on the same individual or otherwise occupy whatever defense or block they may be able to muster with one blade while the second presses a vulnerability.
Drawbacks: Aside from sharing the same weaknesses and impracticalities as the parent technique, Ryouyou also trades off the ability to perform most means of conventional ninjutsu or genjutsu as both hands are occupied.
Requirements: Iaiken
Accessible: Personal
MADE BY ★MEUL
JUTSU REGISTRATION
Name: Raimei (Thunderclap)
Rank: A
Specialty: Bukijutsu
Hand Signs: None
Chakra Nature(s): N/A
Range: Ideally 15 to 30 meters. Maximum effective range of 40 meters.
Description: A rarely used technique as Masaru has always followed the line of thinking that one should never expect to retrieve a thrown weapon, but an incredibly effective one when utilized correctly. No more than a basic throw such as those Academy students are taught for kunai and shuriken, Raimei is the pinnacle of the technique, utilizing such speed and force that the thrown weapon actually breaks the sound barrier, resulting in the sound responsible for the technique's name. While incredibly powerful and able to usually kill even heavily armored opponents with a direct hit from a kunai or at least grievously injure them with even a glancing strike, it suffers from a number of failings and drawbacks.
Drawbacks: First and foremost is ironically range - due to the force behind the throw, the shockwave from the sonic boom often throws the weapon off course early on, making it incredibly inaccurate beyond a range of roughly 30 meters. Second, the technique also quickly loses killing power beyond that as wind resistance kicks in, slowing the weapon down to a fraction of its initial speed, and at 40 meters the kunai will usually manage to penetrate light armor but fail to kill or seriously injure the opponent inside. Third, the technique itself isn't at all stealthy, alerting virtually anyone for several hundred meters of the fight taking place and making it useless for assassination roles, tasks to which similar techniques are usually ideally suited. Due to the technique's incredibly short range this also means that the only advantage gained from such speed is power, the time delay between the projectile and sound being virtually nonexistent. Fourth, due to the power of the technique, the weapon in question is virtually always destroyed on impact, shattering for additional damage to the target but obviously unusable afterwards.
Requirements: Speed/Strength specializations.
Accessible: Personal
Rank: A
Specialty: Bukijutsu
Hand Signs: None
Chakra Nature(s): N/A
Range: Ideally 15 to 30 meters. Maximum effective range of 40 meters.
Description: A rarely used technique as Masaru has always followed the line of thinking that one should never expect to retrieve a thrown weapon, but an incredibly effective one when utilized correctly. No more than a basic throw such as those Academy students are taught for kunai and shuriken, Raimei is the pinnacle of the technique, utilizing such speed and force that the thrown weapon actually breaks the sound barrier, resulting in the sound responsible for the technique's name. While incredibly powerful and able to usually kill even heavily armored opponents with a direct hit from a kunai or at least grievously injure them with even a glancing strike, it suffers from a number of failings and drawbacks.
Drawbacks: First and foremost is ironically range - due to the force behind the throw, the shockwave from the sonic boom often throws the weapon off course early on, making it incredibly inaccurate beyond a range of roughly 30 meters. Second, the technique also quickly loses killing power beyond that as wind resistance kicks in, slowing the weapon down to a fraction of its initial speed, and at 40 meters the kunai will usually manage to penetrate light armor but fail to kill or seriously injure the opponent inside. Third, the technique itself isn't at all stealthy, alerting virtually anyone for several hundred meters of the fight taking place and making it useless for assassination roles, tasks to which similar techniques are usually ideally suited. Due to the technique's incredibly short range this also means that the only advantage gained from such speed is power, the time delay between the projectile and sound being virtually nonexistent. Fourth, due to the power of the technique, the weapon in question is virtually always destroyed on impact, shattering for additional damage to the target but obviously unusable afterwards.
Requirements: Speed/Strength specializations.
Accessible: Personal
MADE BY ★MEUL
JUTSU REGISTRATION
Name: Shuunenbukai (Juggernaut)
Rank: B
Specialty: Taijutsu
Hand Signs: None
Chakra Nature(s): N/A
Range: N/A
Description: A risky technique, but not one without its benefits. Despite her grandfather's focus on speed and technique over brute force, the man acknowledges that there is a time and a place for it. Shuunenbukai is a technique that gives the user an incredible boost to durability by tightening the muscles in the user's entire body - ideally used by taijutsu and bukijutsu specialists due to their above average muscle mass/density and control over their bodies, tightening them to increase relative density and hardness. This does several things, first and foremost rendering most blunt trauma techniques effectively useless. Additionally, weapons that are able to pierce the user's skin and muscle will routinely get stuck, with the attackers unable to quickly dislodge their weapons from the target's body - this, in turn, allows them an open window to attack them with, or if the weapons are left in the wound by the attackers rethinking and retreating, tends to plug the hole and limit bleeding. Jutsu that likewise do damage through inflicting cuts or lacerations likewise have see effectiveness drastically reduced.
Drawbacks: The downside to this technique, unfortunately, is one that is very quickly noticed by Jonin and similar individuals, especially if the user is new to the technique or lacks pinpoint timing/muscle control - shinobi who've trained for speed and who may have been unable to match the user before will find it suddenly much easier to match or even outspeed them entirely. As the muscles utilizing the technique for more than the instant needed to counter incoming blows are locked up for the duration of Shuunenbukai it drastically limits their range, flexibility and overall use. Additionally, techniques and fighting styles that completely bypass external defenses and muscles to attack inner organs such as the infamous Gentle Fist of Konoha will be completely unaffected by this technique.
Requirements: Strength Specialization.
Accessible: Personal
Rank: B
Specialty: Taijutsu
Hand Signs: None
Chakra Nature(s): N/A
Range: N/A
Description: A risky technique, but not one without its benefits. Despite her grandfather's focus on speed and technique over brute force, the man acknowledges that there is a time and a place for it. Shuunenbukai is a technique that gives the user an incredible boost to durability by tightening the muscles in the user's entire body - ideally used by taijutsu and bukijutsu specialists due to their above average muscle mass/density and control over their bodies, tightening them to increase relative density and hardness. This does several things, first and foremost rendering most blunt trauma techniques effectively useless. Additionally, weapons that are able to pierce the user's skin and muscle will routinely get stuck, with the attackers unable to quickly dislodge their weapons from the target's body - this, in turn, allows them an open window to attack them with, or if the weapons are left in the wound by the attackers rethinking and retreating, tends to plug the hole and limit bleeding. Jutsu that likewise do damage through inflicting cuts or lacerations likewise have see effectiveness drastically reduced.
Drawbacks: The downside to this technique, unfortunately, is one that is very quickly noticed by Jonin and similar individuals, especially if the user is new to the technique or lacks pinpoint timing/muscle control - shinobi who've trained for speed and who may have been unable to match the user before will find it suddenly much easier to match or even outspeed them entirely. As the muscles utilizing the technique for more than the instant needed to counter incoming blows are locked up for the duration of Shuunenbukai it drastically limits their range, flexibility and overall use. Additionally, techniques and fighting styles that completely bypass external defenses and muscles to attack inner organs such as the infamous Gentle Fist of Konoha will be completely unaffected by this technique.
Requirements: Strength Specialization.
Accessible: Personal
MADE BY ★MEUL
JUTSU REGISTRATION
Name: Kutouten (Punctuation)
Rank: B
Specialty: Kenjutsu
Hand Signs: None
Chakra Nature(s): N/A
Range: N/A
Description: Intended to do exactly as it says, Kutouten is a technique generally used in fights where typical slashes and cuts are routinely blocked or parried. A technique of incredible speed even by Izumi's usual standards, Kutouten is a lunging stab aimed at the opponent's vital areas - head, neck, heart, whichever is easiest and will result in a clean kill or crippling injury. Effectively relying on skill, timing and precision above brute force, the technique leaves the user relatively open when using a single blade, but is completed in a split second - the goal being to use it the instant an opponent misses a step or makes the slightest mistake and is unable to block or dodge for even the smallest fraction of a second, making full use of even the tiniest opening to bring a decisive, final end to duels.
Drawbacks: Without the use of a second blade this technique leaves the user completely open to counter attack, particularly from the sides and rear. Well designed armors can also prevent the technique from being used if weak points are kept mobile and protected - overall the technique relies more on the opponent making a mistake and creating an opening than the user's abilities, making it risky to use without a distraction or opportune moment.
Requirements: Speed/kenjutsu specializations.
Accessible: Personal
Rank: B
Specialty: Kenjutsu
Hand Signs: None
Chakra Nature(s): N/A
Range: N/A
Description: Intended to do exactly as it says, Kutouten is a technique generally used in fights where typical slashes and cuts are routinely blocked or parried. A technique of incredible speed even by Izumi's usual standards, Kutouten is a lunging stab aimed at the opponent's vital areas - head, neck, heart, whichever is easiest and will result in a clean kill or crippling injury. Effectively relying on skill, timing and precision above brute force, the technique leaves the user relatively open when using a single blade, but is completed in a split second - the goal being to use it the instant an opponent misses a step or makes the slightest mistake and is unable to block or dodge for even the smallest fraction of a second, making full use of even the tiniest opening to bring a decisive, final end to duels.
Drawbacks: Without the use of a second blade this technique leaves the user completely open to counter attack, particularly from the sides and rear. Well designed armors can also prevent the technique from being used if weak points are kept mobile and protected - overall the technique relies more on the opponent making a mistake and creating an opening than the user's abilities, making it risky to use without a distraction or opportune moment.
Requirements: Speed/kenjutsu specializations.
Accessible: Personal
MADE BY ★MEUL
JUTSU REGISTRATION
Name: Touei (Projection)
Rank: A
Specialty: Kenjutsu
Hand Signs: None
Chakra Nature(s): N/A
Range: 30 meters.
Description: A far weaker version of Sekai no Hanji, tailored for mobility and ease of use over raw speed and power but with identical physical requirements of the user. Producing the exact same pressure wave/blade as the parent technique as air slides along the edge of the original sword's edge before being projected outward, Touei trades away range (effective only out to 30 meters) for the ability to be used while in motion. Offensively the "blade" produced by the technique is comparable to the Futon: Kaze no Yaiba technique, capable of slicing through most forms of armor with ease and is just as fast/difficult to dodge inside its effective range. As an added benefit the technique is not chakra dependent, meaning that the usual counter of Katon to Futon attacks (which many assume the attack to be) is largely ineffective in stopping it - attempting to block it with a physical blade, likewise, will merely result in Touei's blade moving past and around the block and likely continuing on to cut the defending shinobi immediately behind it.
Drawbacks: Limited to 30 meters at most, the technique is strictly for close quarters combat bar immobile or far slower opponents unable to retreat beyond its effective range. Additionally, while physical barriers such as armor often offer very little resistance the attack can be stopped completely by chakra barriers.
Requirements: Speed/Strength specializations.
Accessible: Personal
Rank: A
Specialty: Kenjutsu
Hand Signs: None
Chakra Nature(s): N/A
Range: 30 meters.
Description: A far weaker version of Sekai no Hanji, tailored for mobility and ease of use over raw speed and power but with identical physical requirements of the user. Producing the exact same pressure wave/blade as the parent technique as air slides along the edge of the original sword's edge before being projected outward, Touei trades away range (effective only out to 30 meters) for the ability to be used while in motion. Offensively the "blade" produced by the technique is comparable to the Futon: Kaze no Yaiba technique, capable of slicing through most forms of armor with ease and is just as fast/difficult to dodge inside its effective range. As an added benefit the technique is not chakra dependent, meaning that the usual counter of Katon to Futon attacks (which many assume the attack to be) is largely ineffective in stopping it - attempting to block it with a physical blade, likewise, will merely result in Touei's blade moving past and around the block and likely continuing on to cut the defending shinobi immediately behind it.
Drawbacks: Limited to 30 meters at most, the technique is strictly for close quarters combat bar immobile or far slower opponents unable to retreat beyond its effective range. Additionally, while physical barriers such as armor often offer very little resistance the attack can be stopped completely by chakra barriers.
Requirements: Speed/Strength specializations.
Accessible: Personal
MADE BY ★MEUL
JUTSU REGISTRATION
Name: Kyozetsuhannou (Rejection)
Rank: A
Specialty: Kenjutsu
Hand Signs: None
Chakra Nature(s): N/A
Range: N/A
Description: A purely defensive technique, albeit a highly versatile one requiring inhuman speed and strength. On its own, the basic premise is to meet force with force and then redirect - in the first motion, Masaru will swing his blade or blades to meet the incoming attack, blocking or stalling it for a split second. The second motion is an extension of the first, adding additional pressure to the swing to generate air pressure, with the third motion being to part the blades to either side or to shunt the single blade across the space in front of Masaru. The end result is a technique that stops incoming attacks before quickly forcing them off to the side and off target - rather than simply being used to block incoming weapons, however, the air pressure generated by the second motion of the technique is also extremely effective at dispelling Suiton and Katon ninjutsu as well. Should it be used to block a hand held weapon, the blast of air is usually strong enough to send full grown adults tumbling back several meters.
Drawbacks: On its own the technique is only capable of blocking techniques A rank or below that directly target the user (large, mountain and ground shifting Doton and similar techniques being immune), although when used in combination with the Shuunenbukai technique it can sometimes deflect stronger attacks depending on context, albeit not without a great degree of effort and difficulty. Raiton techniques, however, are the jutsu's greatest failing as the conductive nature of metal often channels the electricity rather than redirecting it with more powerful jutsu of the element usually proving enough to destroy the blades outright and leave the defending shinobi weaponless.
Requirements: Speed/Strength Specializations
Accessible: Personal
Rank: A
Specialty: Kenjutsu
Hand Signs: None
Chakra Nature(s): N/A
Range: N/A
Description: A purely defensive technique, albeit a highly versatile one requiring inhuman speed and strength. On its own, the basic premise is to meet force with force and then redirect - in the first motion, Masaru will swing his blade or blades to meet the incoming attack, blocking or stalling it for a split second. The second motion is an extension of the first, adding additional pressure to the swing to generate air pressure, with the third motion being to part the blades to either side or to shunt the single blade across the space in front of Masaru. The end result is a technique that stops incoming attacks before quickly forcing them off to the side and off target - rather than simply being used to block incoming weapons, however, the air pressure generated by the second motion of the technique is also extremely effective at dispelling Suiton and Katon ninjutsu as well. Should it be used to block a hand held weapon, the blast of air is usually strong enough to send full grown adults tumbling back several meters.
Drawbacks: On its own the technique is only capable of blocking techniques A rank or below that directly target the user (large, mountain and ground shifting Doton and similar techniques being immune), although when used in combination with the Shuunenbukai technique it can sometimes deflect stronger attacks depending on context, albeit not without a great degree of effort and difficulty. Raiton techniques, however, are the jutsu's greatest failing as the conductive nature of metal often channels the electricity rather than redirecting it with more powerful jutsu of the element usually proving enough to destroy the blades outright and leave the defending shinobi weaponless.
Requirements: Speed/Strength Specializations
Accessible: Personal
MADE BY ★MEUL
JUTSU REGISTRATION
Name: Hakai no Ha (Blade of Breaking)
Rank: A
Specialty: Kenjutsu
Hand Signs: None
Chakra Nature(s): N/A
Range: N/A
Description: As with the parent technique, Zero Wa, when used against equipment of equal rank this will damage the weapon of the attacker - unlike the first, however, it will not break the attacking weapon without multiple consecutive uses. Rather than targeting the defender's weapon, this technique instead focuses on their armor and, by extension, the shinobi beneath it. Ideally performed with two blades simultaneously, one in each hand, the technique aims to destroy the defender's armor outright and continue through to kill the shinobi beneath with Masaru's full physical might. Used on B rank armors or below, this technique spells near certain death if it manages to connect, with A ranked armor suffering grievous damage and the force from the blow still reaching the shinobi within - often resulting in a number of broken bones and likely internal bleeding even if they survive the first strike. As the technique is slightly slower than Zero Wa, it can be blocked by incredibly fast shinobi able to keep up with Masaru's natural speed.
Drawbacks: First and foremost the technique is a sacrificial one, giving up the user's weapon to achieve a desired effect - should they not have spares or backups this will force them to resort to other means of fighting. Additionally, the force required in each strike demands a certain weapon type to be used properly, namely mid length swords - anything bigger will be too slow, anything smaller will not generate enough force to achieve the desired effect.
Requirements: Strength/Speed Specializations.
Accessible: Personal
Rank: A
Specialty: Kenjutsu
Hand Signs: None
Chakra Nature(s): N/A
Range: N/A
Description: As with the parent technique, Zero Wa, when used against equipment of equal rank this will damage the weapon of the attacker - unlike the first, however, it will not break the attacking weapon without multiple consecutive uses. Rather than targeting the defender's weapon, this technique instead focuses on their armor and, by extension, the shinobi beneath it. Ideally performed with two blades simultaneously, one in each hand, the technique aims to destroy the defender's armor outright and continue through to kill the shinobi beneath with Masaru's full physical might. Used on B rank armors or below, this technique spells near certain death if it manages to connect, with A ranked armor suffering grievous damage and the force from the blow still reaching the shinobi within - often resulting in a number of broken bones and likely internal bleeding even if they survive the first strike. As the technique is slightly slower than Zero Wa, it can be blocked by incredibly fast shinobi able to keep up with Masaru's natural speed.
Drawbacks: First and foremost the technique is a sacrificial one, giving up the user's weapon to achieve a desired effect - should they not have spares or backups this will force them to resort to other means of fighting. Additionally, the force required in each strike demands a certain weapon type to be used properly, namely mid length swords - anything bigger will be too slow, anything smaller will not generate enough force to achieve the desired effect.
Requirements: Strength/Speed Specializations.
Accessible: Personal
MADE BY ★MEUL
JUTSU REGISTRATION
Name: Sekai no Haji (World's Edge)
Rank: S
Specialty: Kenjutsu
Hand Signs: None
Chakra Nature(s): N/A
Range: 80 meters
Description: One of the three most powerful techniques in Masaru's arsenal, and his go to finisher for opponents that he cannot catch or otherwise finish up close. Contrary to popular belief among the few who have seen it, the technique does not rely on futon nor even normal chakra to perform - rather, it is a product of Masaru's sheer, inhuman strength and speed. While the basis of the technique is a simple swing, the physical action is performed with such speed and ferocity that it generates air pressure from the gasses trying to move out of the way of the blade's edge. The result is a truer blade of wind than any ninjutsu could produce in the literal sense, the momentum from the cut transferred to the moving air to slice targets from a distance. The truly terrifying aspect of the technique, however, is not the distance it can attack from (a rough 80 meters before it fails to kill armored opponents), but rather its versatility and speed. Done with a perfected, on edge swing, the technique can be whisper silent, slicing through anything in its range and the arc of the blade without touching anything mere inches off to the side, easing through armor, rock and other defenses without a sound. Should the blade be twisted mid swing, however, it turns the technique into a crude cudgel, the air pressure smashing anything and everything aside within its range, capable of leveling several buildings at a time and crushing scores of people with relative ease. Additionally, the technique is performed and travels so fast that it can catch even shinobi using mobility boosting techniques such as Shunshin no Jutsu in motion from anywhere within its effective range.... assuming the technique is aimed properly.
Drawbacks: It is not, however, without one major drawback - it cannot be performed while moving or without the user's feet with contact to a solid (or in the case of many shinobi, liquid) surface to act as an anchor and to provide appropriate leverage for the swing that forms the base of the technique. Additionally, the technique is a simple swing, and like any blade it will not discriminate against anything to cross its path - as such it is best used when outnumbered or when there are no allies present, and powerful chakra barriers can ignore it with little effort.
Requirements: Speed/Strength Specializations.
Accessible: Personal
Rank: S
Specialty: Kenjutsu
Hand Signs: None
Chakra Nature(s): N/A
Range: 80 meters
Description: One of the three most powerful techniques in Masaru's arsenal, and his go to finisher for opponents that he cannot catch or otherwise finish up close. Contrary to popular belief among the few who have seen it, the technique does not rely on futon nor even normal chakra to perform - rather, it is a product of Masaru's sheer, inhuman strength and speed. While the basis of the technique is a simple swing, the physical action is performed with such speed and ferocity that it generates air pressure from the gasses trying to move out of the way of the blade's edge. The result is a truer blade of wind than any ninjutsu could produce in the literal sense, the momentum from the cut transferred to the moving air to slice targets from a distance. The truly terrifying aspect of the technique, however, is not the distance it can attack from (a rough 80 meters before it fails to kill armored opponents), but rather its versatility and speed. Done with a perfected, on edge swing, the technique can be whisper silent, slicing through anything in its range and the arc of the blade without touching anything mere inches off to the side, easing through armor, rock and other defenses without a sound. Should the blade be twisted mid swing, however, it turns the technique into a crude cudgel, the air pressure smashing anything and everything aside within its range, capable of leveling several buildings at a time and crushing scores of people with relative ease. Additionally, the technique is performed and travels so fast that it can catch even shinobi using mobility boosting techniques such as Shunshin no Jutsu in motion from anywhere within its effective range.... assuming the technique is aimed properly.
Drawbacks: It is not, however, without one major drawback - it cannot be performed while moving or without the user's feet with contact to a solid (or in the case of many shinobi, liquid) surface to act as an anchor and to provide appropriate leverage for the swing that forms the base of the technique. Additionally, the technique is a simple swing, and like any blade it will not discriminate against anything to cross its path - as such it is best used when outnumbered or when there are no allies present, and powerful chakra barriers can ignore it with little effort.
Requirements: Speed/Strength Specializations.
Accessible: Personal
MADE BY ★MEUL
JUTSU REGISTRATION
Name: Zero Wa: Zetsubou no Ha (Zero Sum: Blade of Despair)
Rank: S
Specialty: Kenjutsu
Hand Signs: None
Chakra Nature(s): N/A
Range: N/A
Description: Meant to both demoralize and disarm opponents whose weapons have become a nuisance and that Masaru cannot properly wield himself. Effectively as simple in concept as Sekai no Haji, Zero Wa is nothing more than an incredibly powerful strike, utilizing Masaru's physical might to its fullest - rather than aimed directly at the opponent, however, the technique targets their weapons, delivering a blow of such staggering power that both the attacker's and defender's weapons are shattered beyond use. What makes this a particularly effective technique, however, is that as with all things involving physics, objects in motion tend to stay in motion unless acted upon by an outside force. In practice, this make Zero Wa a two hit knockout - in addition to destroying the weapons of both participants, the shards continue on in the direction of Masaru's initial swing, often showering the target in the shards of both Masaru's weapon and their own at considerable speed and generating dozens of cuts and lacerations... and due to the nature of such fights, often blinding the victim as the sharp, metallic debris finds its way into their face and eyes. Opponents who try to hold on to their weapons against the blow will often find wrists, fingers and forearms broken outright.
Drawbacks: Most obviously, using this technique aims to destroy not only the opponent's weapon but that of the user as well, and without a replacement this technique will cost them a potentially valuable tool. Additionally particularly well made weapons crafted with an emphasis on durability and avoiding breakage can survive the technique, flipping the tables on the user if performed with ill judgement.
Requirements: Strength Specialization
Accessible: Personal
Rank: S
Specialty: Kenjutsu
Hand Signs: None
Chakra Nature(s): N/A
Range: N/A
Description: Meant to both demoralize and disarm opponents whose weapons have become a nuisance and that Masaru cannot properly wield himself. Effectively as simple in concept as Sekai no Haji, Zero Wa is nothing more than an incredibly powerful strike, utilizing Masaru's physical might to its fullest - rather than aimed directly at the opponent, however, the technique targets their weapons, delivering a blow of such staggering power that both the attacker's and defender's weapons are shattered beyond use. What makes this a particularly effective technique, however, is that as with all things involving physics, objects in motion tend to stay in motion unless acted upon by an outside force. In practice, this make Zero Wa a two hit knockout - in addition to destroying the weapons of both participants, the shards continue on in the direction of Masaru's initial swing, often showering the target in the shards of both Masaru's weapon and their own at considerable speed and generating dozens of cuts and lacerations... and due to the nature of such fights, often blinding the victim as the sharp, metallic debris finds its way into their face and eyes. Opponents who try to hold on to their weapons against the blow will often find wrists, fingers and forearms broken outright.
Drawbacks: Most obviously, using this technique aims to destroy not only the opponent's weapon but that of the user as well, and without a replacement this technique will cost them a potentially valuable tool. Additionally particularly well made weapons crafted with an emphasis on durability and avoiding breakage can survive the technique, flipping the tables on the user if performed with ill judgement.
Requirements: Strength Specialization
Accessible: Personal
MADE BY ★MEUL
JUTSU REGISTRATION
Name: Shinku no Manto: Sen no Kirikuchiniyoru Shi (Crimson Mantle: Death by a Thousand Cuts)
Rank: S
Specialty: Kenjutsu
Hand Signs: None
Chakra Nature(s): N/A
Range: 50 meters
Description: A variation of Sekai no Haji, but trading the parent technique's speed for sheer cutting power. Effectively the same technique in practice and with the same speed and strength requirements, Shinku no Manto instead uses an entirely different medium - rather than relying on the air around Masaru, it utilizes blood on the blade, either from Masaru himself or his opponents. As blood is by definition far denser than air, this dramatically increases the technique's cutting potential far beyond what Sekai no Haji could ever achieve, allowing the technique to cut through virtually any defense placed in front of it. Additionally, due to the physics involved, the technique produces a spray from the liquid used, resulting in the technique being even harder to escape due to the spread as well as the blood particles traveling at such speed that they "corrode" whatever surface they hit, the droplets impacting with such force that they burn or chip away at hard surfaces to the immediate sides of the technique's cut. Those who manage to escape the cut are therefor often subject to extreme, burning pain, often with their first layers of skin blasted clean off and with weapons and armor often significantly weakened by the pseudo-corrosive effect if not damaged beyond use.
Drawbacks: With the dramatic increase in power and the spread making it near impossible to escape, however, does come two severe drawbacks in addition to the parent technique's mobility disadvantage - first, it will not work without blood or another similarly thick liquid, meaning Masaru must have cut his opponent prior to the technique or sacrificed blood of his own to make it work. Second, due to the slightly heavier nature of the liquid the technique only has an effective range of roughly 50 meters.
Requirements: Sekai no Haji, Strength Specialization
Accessible: Personal
Rank: S
Specialty: Kenjutsu
Hand Signs: None
Chakra Nature(s): N/A
Range: 50 meters
Description: A variation of Sekai no Haji, but trading the parent technique's speed for sheer cutting power. Effectively the same technique in practice and with the same speed and strength requirements, Shinku no Manto instead uses an entirely different medium - rather than relying on the air around Masaru, it utilizes blood on the blade, either from Masaru himself or his opponents. As blood is by definition far denser than air, this dramatically increases the technique's cutting potential far beyond what Sekai no Haji could ever achieve, allowing the technique to cut through virtually any defense placed in front of it. Additionally, due to the physics involved, the technique produces a spray from the liquid used, resulting in the technique being even harder to escape due to the spread as well as the blood particles traveling at such speed that they "corrode" whatever surface they hit, the droplets impacting with such force that they burn or chip away at hard surfaces to the immediate sides of the technique's cut. Those who manage to escape the cut are therefor often subject to extreme, burning pain, often with their first layers of skin blasted clean off and with weapons and armor often significantly weakened by the pseudo-corrosive effect if not damaged beyond use.
Drawbacks: With the dramatic increase in power and the spread making it near impossible to escape, however, does come two severe drawbacks in addition to the parent technique's mobility disadvantage - first, it will not work without blood or another similarly thick liquid, meaning Masaru must have cut his opponent prior to the technique or sacrificed blood of his own to make it work. Second, due to the slightly heavier nature of the liquid the technique only has an effective range of roughly 50 meters.
Requirements: Sekai no Haji, Strength Specialization
Accessible: Personal
MADE BY ★MEUL