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1Kimura, Takao (Jutsu List Updates) Empty Kimura, Takao (Jutsu List Updates) on Tue Dec 15, 2015 6:30 pm

Takao

Takao


S-rank
Just listing all the custom techniques that were changed to fit new site standards. Canon technique descriptions were updated.

NEW
Name: Fire Release: Body of Iron (火遁・鉄皮, Katon: Tetsu Kawa)
Canon/Custom: Custom
Rank: A
Type: Defensive
Element: Fire
Range: Self (0m)
Specialty: Ninjutsu
Duration: 5 Posts
Cool down: 10 Posts
Description: Designed to be a full body anti-fire release armour, Body of Iron becomes active after the user completes a sequence of four hand seals (Tiger → Horse → Snake → Dragon). The user forces chakra to seep from their tenketsu, effectively covering them in an aura. Their chakra forms a shell just under their skin, which is invisible to the naked eye. Due to its infusion of fire nature chakra, the armour is capable of sustaining the damage from one more fire release technique than normal. (2 S, 3 A, 4 B) before being dispelled. Water release techniques are more effective against the armour, which can sustain one less technique than normal (1 A, 2 B) before being broken through. Additionally, the armour provides a minor +1 tier bonus to the user's endurance. As a result of its increased defensive capabilities, the user's speed is reduced by 2 tiers.

OLD
Spoiler:
Name: Fire Release: Body of Iron Technique (鉄皮膚 ~ Katon: Tetsu Kegawa no jutsu)
Canon/Custom: Custom
Rank: A
Type: Defensive
Element: Fire
Range: Self
Specialty: Ninjutsu
Duration: 4 Posts
Cooldown: 8 Posts
Description:  Tetsu Kegawa is a full body anti-katon defensive jutsu. After the required hand seals have been formed, the user coats the outermost layer of their skin with chakra. This chakra is mixed with their fire nature affinity and hardens to create an invisible layer of armour. The main defensive capabilities of the technique are against fire nature jutsu. The armour can withstand two A rank fire jutsu, three B rank fire jutsu, four C rank fire jutsu, and D rank fire jutsu do not damage the armor at all. To a lesser extent, the armour also guards against taijutsu and can slightly soften blows so that they do 10% less damage than intended. The user still experiences pain from the jutsu that hits the armour, however the user is not actually damaged. The trademark of the jutsu is the black skin the user develops as the armor is hit with fire jutsu. If the entire armor has been engulfed in flames, the user's skin and hair will turn black as ash on areas that have been damaged. Their clothing will also be turned this color, and are similarly protected by the armour.
The armour can be broken by one single B rank water jutsu, or two C rank water jutsu. Other jutsu can damage the armor as well, and it would take at least two B rank jutsu to destroy it. The user's movements are also slowed by 15% when the jutsu is active.


NEW
Name: Jump (飛び, Tobi)
Canon/Custom: Custom
Rank: B
Type: Offensive/Supplementary
Element: /
Range: Far (40m)
Specialty: Ninjutsu
Duration: Instantaneous
Cool down: 3 Posts
Description: The user gathers chakra in their legs similar to the usage of Cherry Blossom Impact and leaps from the ground. The exact speed that they ascend is dependent on their stats, although the distance is slightly augmented by the chakra, allowing them to reach a maximum height of forty meters. The chakra in their legs weighs the body down, and allows them to return to the ground in the following 1-2 seconds. Upon returning to the ground, the chakra is released from their limbs and explodes into the ground. If the target is hit directly, the bones in direct contact with the user's feet will be shattered. Surrounding tissue will be severely bruised and damaged, as well as suffer moderate to severe hemorrhaging. Regardless of whether or not they land on a target, the ground they land on is typically fractured and splintered six meters around the user. This technique has an additional supplementary effect of allowing the user to survive dangerous or otherwise fatal falls by cushioning their landing.

OLD
Spoiler:
Name: Jump (ジャンプ ~ Tobikomi)
Canon/Custom: Custom
Rank: B
Type: Supplementary
Element: /
Range: Mid (5m ~ 10m), Far (10m+)
Specialty: Ninjutsu
Duration: 2 Posts
Cooldown: 3 Posts
Description: Chakra is used as a substitution during the process of jumping instead of the normal muscles. This allows for the user to override the muscles and leap much higher than what is normally possible in the air, reaching heights upwards of around 40 meters. This puts the user out of range against taijutsu, as well as most ninjutsu and genjutsu. Upon returning to the ground, the chakra that had been used to replace muscle for the jump protects the user from falling damage.


NEW
Name: Fire Release: Spiral Flame Ball (火遁・サークル火球, Katon: Sākuru kakyū)
Canon/Custom: Custom
Rank: C
Type: Offensive
Element: Fire
Range: Mid(30m)
Specialty: Ninjutsu
Duration: 1 post
Cool down: 3 posts
Description: This technique is a direct descendant of the Wind Release: Spiraling Wind Ball jutsu. Designed to utilize chakra infused with fire nature chakra in place of wind, the user generates balls of flame within their lungs. Spheres of chakra condense them down to approximately baseball sized projectiles, which are then ejected from the throat at speeds of 25m/s. They reach their maximum range of 30 meters in 1.2 seconds. Upon hitting a solid surface of any description, the chakra mould breaks and a Gōkakyū sized fireball is produced. Contact with the fire will result in severe 1st/minor 2nd degree burns. The fireballs also have a minor knock back effect that pushes targets in close proximity (≤1m) up to 1.5 meters away from the explosion. Only one sphere is initially made, with further additions costing 5 chakra per.

OLD
Spoiler:
Name: Fire Release: Spiral Flame Ball (カトン:フレイムボール ~ Katon: Rasenhonoo Mari)
Canon/Custom: Custom
Rank: C
Type: Offensive
Element: Fire
Range: Short(0-5m), Mid(5-15m)
Specialty: Ninjutsu
Duration: 1 post
Cooldown: 3 posts
Description: This technique is a direct descendant of the Wind Release: Spiraling Wind Ball jutsu. Designed to utilize chakra infused with fire instead of wind, balls of flame are generated in the lungs of the user, similar to any fire technique. After the correct amount of oxygen has been converted from the lungs into fire, the balls of flame are heavily condensed from their size that was comparable to a Goukakyuu fireball. These spiraling condensed balls of flame, up to five in total, are then exhaled into the hand of the user and rotate until fired. They can be fired one at a time, in bursts, or all five at once. These condensed balls of flame will explode on impact and leave up to second degree burns, but also have enough force to send the victim flying.


NEW
Name: Hedgehog's Fire (針鼠炎, Harinezumi-en)
Canon/Custom: Custom
Rank: C
Type: Supplementary
Element: Fire
Range: Self (0m)
Specialty: Ninjutsu
Duration: 2 posts
Cool down: 4 posts
Description:

OLD
Spoiler:
Name: Hedgehog's Fire (尖った炎 ~ Honoo Gosunkugi)
Canon/Custom: Custom
Rank: C
Type: Defensive / Supplementary
Element: Fire
Range: User (0m)
Specialty: Ninjutsu
Duration: 4 Posts
Cooldown: 6 Posts
Description: Honoo Gosunkugi is a relatively simple jutsu in concept. The technique can be used with or without hand seals, as molding the chakra at the level of the technique is easy for shinobi above Special Jounin rank due to their experience. After the chakra has been molded, flames erupt from behind the user and completely cover their back. The jutsu is primarily used as a defensive technique, and is very useful is the user is being held from behind and cannot preform hand seals or get away through other means. The eruption of flames is initially very surprising and can burn anybody who is directly behind the user, deterring most from maintaining their grip.
The flames cover the entire back of the user, from head to foot, which is where the jutsu gets its name. The flames inflict moderate burns over a prolonged period of time, though damage is not the focus of the jutsu.

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