Lance Vs Yuudai
Feb 9, 2016 19:26:28 GMT -7
Post by Yuudai Kazuko on Feb 9, 2016 19:26:28 GMT -7
Each Fight gets 11 freebie jutsu's for this match only and 1 S ranked Jutsu so 12 in total.
Your Freebies may be used on Rituals or Skills not weapons
All Skill tree moves Count a 1 whole jutsu ( i.e if a jutsu has 8 different parts to it you can put the whole jutsu tree and take up only 1 freebie slot )
If a ritual or skill has a skill tree thats different (i.e the ritual or skill your are tringing to use has 4 parts to it they would take up 4 freebie slots )
If you want a jutsu but you char dosent have the release (i.e you want kairin but dont have lighining release ) you would have to use two of your freebies to get both lightining and kirin
you must name each freebie jutsu in the starting post
when learing a taijutsu move you are allowed to take everytaijutsu move from the one you are learning and it takes up 1 freebie slot
As Yuudai walks into a jungle like area he has to pee extremlay bad he goes agienst a tree to pee after he was finished he then walk deeper into the jungle As Puma was just ahead of him jumping from tree to tree "There is some one ahead be wanna capture him?" Puma asks
"That would be nice" Yuudai says with an evil grin on his face. he then places a his mask on his face a scary looking mask
Attachment Deleted
he then takes a knee and places his right hand on the ground and starts jumping from tree to tree touching every tree he passes. he then appears infront on the guy "i will capture you and take you to Lord draven and take your eyes as an AWARD!" He says in a laughing type tone until he gets to the work AWARDS he yells that out and starts laughing in a loud and evil way.
Freebie
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12.
[/li][li]Second Gate— Svādhiṣṭhāna [Heal/Energy ]
Rank: "B" Rank
Skill: Taijutsu, Supplementary
Effect: The body can only go 20% of it's limits naturally, with all the gates on. With each gate, however, the body can go an extra 10% for each gate broken. The Heal Gate enables the user to push forth to 40%. When a user takes the time to break this gate, they become capable of moving .75 times faster than normal. This means that a user who is capable of performing 4 movements would be capable of performing an amount of 7 movements in total. (4 base movements + 3 movements for the ×.75)
Special: The user must concentrate within their inner body for one brief moment in order to bring forth the gate.
Drawback: Simply put, the Hachimontonkou work on a 100% scale. Unlocking the Heal Gate expends 20% of the aforementioned one hundred each round it remains open. What this means is that if you were to perform under the Heal Gate's influence for two rounds, you would have used 40% out of the allotted one hundred. BUT, the moment a user goes over this 100%, their entire musculature will begin tearing apart, resulting in short stints of temporary paralysis accompanied by shocking pains. Repairing this damage requires medical attention with a success rate of 70%.
Description: The Heal Gate is located in the sacrum and is the second of the eight celestial gates. As any taijutsu specalist knows, battle can be dangerous, and if a shinobi is taking a beating they may choose to unlock the Heal Gate which, in turn, allows them to shrug off a good deal of damage and even make their body function better for a while.
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Your Freebies may be used on Rituals or Skills not weapons
All Skill tree moves Count a 1 whole jutsu ( i.e if a jutsu has 8 different parts to it you can put the whole jutsu tree and take up only 1 freebie slot )
If a ritual or skill has a skill tree thats different (i.e the ritual or skill your are tringing to use has 4 parts to it they would take up 4 freebie slots )
If you want a jutsu but you char dosent have the release (i.e you want kairin but dont have lighining release ) you would have to use two of your freebies to get both lightining and kirin
you must name each freebie jutsu in the starting post
when learing a taijutsu move you are allowed to take everytaijutsu move from the one you are learning and it takes up 1 freebie slot
As Yuudai walks into a jungle like area he has to pee extremlay bad he goes agienst a tree to pee after he was finished he then walk deeper into the jungle As Puma was just ahead of him jumping from tree to tree "There is some one ahead be wanna capture him?" Puma asks
"That would be nice" Yuudai says with an evil grin on his face. he then places a his mask on his face a scary looking mask
Attachment Deleted
he then takes a knee and places his right hand on the ground and starts jumping from tree to tree touching every tree he passes. he then appears infront on the guy "i will capture you and take you to Lord draven and take your eyes as an AWARD!" He says in a laughing type tone until he gets to the work AWARDS he yells that out and starts laughing in a loud and evil way.
Freebie
1.
Hiraishin (Flying Thunder God)
Rank: S
Type: Neutral
History: The absolute origin of the Hiraishin is unknown, though sources in the ninja world trace it back to the very creation of ninjutsu. Legends about the Hiraishin’s origins abound, the most prevalent being that it was a gift from the Thunder God himself to the first shinobi. The Hiraishin is held by historians to be the first instant motion technique, one of myriad said to exist in the far past. These alleged other techniques either never existed or have been lost to the pages of history. Regardless, the Hiraishin is the only existing technique known today to transport the user from one location to another without traversing the distance in between. Use of the Hiraishin was once widespread, so common that seals were actually developed to counter-act the Flying Thunder God technique. However, once again, as time passed, the art of these counter-seals as well as the knowledge of the technique itself have dwindled, almost to nonexistence. Today, only a select number of elite ninja know the Hiraishin.
Appearance: The Hiraishin is a relatively discreet and nondescript seal. It is small, and can fit on the palm of a hand or a small sheet of paper. The seal is rather complicated, but designed elegantly. In the center of the seal there is a large kanji, meaning ‘Here’. Surrounding it is Kanji for an incantation, showing the complexity of the seal. Organized in a thin circle around the central kanji, the incantation reads “Forth, with timeless, infinite speed, comes to this spot, saint, paragon, son of Thunder, through all things and all time come”.
Effect: Allows the user to teleport instantly to the seal.
Description: The incantation of this seal is very powerful one. From the instant it is placed, it maintains a miniscule chakra signal that is transmitted to the user at all times. When the user activates the seal, they will be minimized into a pure chakra packet and transferred instantly to the location of the seal, much like a space-time transit technique like Kuchiyose. They are reformed as they arrive in an instant. This works by synchronizing bodily chakra with the signal, which them in turn will reverberate and activate the incantation, which summons the user to the seal.
Placement Requirements:
Must learn techniques from Alexander, Kaiser, or Izumi.
Alexander – Little is known about this man, only that he has been rumored to be traveling with Uchiha Abbadon.
Kaiser - Kaiser, also known as the Dark Kaiser of the Kaishin, is a powerful missing nin from Yukigakure. He travels the world, though he can often be found in Sea and Snow. A master of the Kaishin and Ice techniques, he tends only to teach two students at a time, and has been known to lose students by bringing them on deadly terrorist missions to Snow. He's a bemused, fun loving man.
Izumi is the leader of Speed, a group of wandering ninja dedicated to high speed motion and travel. They can generally be found wandering in the south of Fire Country, through River and the east of Wind. Dark-skinned, dark-haired, and scantily clad in orange, this flirtatious and dangerous women is considered to be one of the fastest beings alive today. She generally only takes on female students, though she can be persuaded to take on male students if they are impressive enough, though they must be significantly more impressive than the already impressive female students. She has yet to teach the Hiraishin techniques to anyone.
Takes up a Fighting Style Slot to learn the Hiraishin techniques.
:::Seal Jutsus:::
Hiraishin Placement
Rank: S
Skill: Fuuinjutsu
Effect: Places the Hiraishin Seal on an object or person.
Special: Handseals
Drawback: The seal only functions in a one kilometer radius. Requires 150 TP to learn.
Description: The user forms the hand seals, gathering chakra to their hands and then quickly inscribing the incantation and then seal. The seal then begins to transmit a micro chakra signal. This technique, though difficult to learn, only takes up chakra similar to a C rank technique.
Limit: Must learn from Alexander, Kaiser, or Izumi.
Hiraishin Senkou (Flying Thunder God Flash)
Rank: S
Skill: Ninjutsu
Effect: Teleports the user instantly to the Hiraishin seal.
Special: "1 Hand Seal is used. The Tiger"
Drawback: Requires intense concentration, the user may potentially place themselves in a dangerous situation. Seal only functions in a one kilometer radius. Requires 300 TP to learn.
Description: The user forms the tiger seal, synchronizing their chakra with the signal from the seal. The seal will in turn activate, and the incantation will transmit the user via a packet of pure, high frequency chakra to the seal in the blink of an eye. The user reforms and is in whole once again, exactly as they were in their original location. Known as one of the deadliest assassination techniques in existence, the Hiraishin is also one of the most difficult to learn. Despite it's difficulty, however, it only consumes chakra like a B ranked technique.
Limit: Must known Hiraishin Placement. Must learn from Alexander, Kaiser, or Izumi.
Hiraishin Tairiku Senkou (Flying Thunder God Continent Flash)
Rank: S
Skill: Ninjutsu
Effect: Allows the user to teleport to any seal within an unlimited distance, as long as the user has physically visited it before.
Special: "1 Hand Seal is used. The Tiger"
Drawback: Requires highly intense concentration, requires 150 TP to learn, the user must have visited the seal the before they can teleport to it.
Description: The user forms the hand seal, focusing their chakra and synchronizing it with any seal signal, no matter how distant it is. Like the Hiraishin Senkou, the user is rematerialized via chakra at the location an instant later. Reflecting the difficulty of such distant transfers, this consumes a full S rank technique of chakra.
Limit: Must know Hiraishin Senkou and Hiraishin Placement. Must be learned from Alexander, Kaiser, or Izumi.
Rank: S
Type: Neutral
History: The absolute origin of the Hiraishin is unknown, though sources in the ninja world trace it back to the very creation of ninjutsu. Legends about the Hiraishin’s origins abound, the most prevalent being that it was a gift from the Thunder God himself to the first shinobi. The Hiraishin is held by historians to be the first instant motion technique, one of myriad said to exist in the far past. These alleged other techniques either never existed or have been lost to the pages of history. Regardless, the Hiraishin is the only existing technique known today to transport the user from one location to another without traversing the distance in between. Use of the Hiraishin was once widespread, so common that seals were actually developed to counter-act the Flying Thunder God technique. However, once again, as time passed, the art of these counter-seals as well as the knowledge of the technique itself have dwindled, almost to nonexistence. Today, only a select number of elite ninja know the Hiraishin.
Appearance: The Hiraishin is a relatively discreet and nondescript seal. It is small, and can fit on the palm of a hand or a small sheet of paper. The seal is rather complicated, but designed elegantly. In the center of the seal there is a large kanji, meaning ‘Here’. Surrounding it is Kanji for an incantation, showing the complexity of the seal. Organized in a thin circle around the central kanji, the incantation reads “Forth, with timeless, infinite speed, comes to this spot, saint, paragon, son of Thunder, through all things and all time come”.
Effect: Allows the user to teleport instantly to the seal.
Description: The incantation of this seal is very powerful one. From the instant it is placed, it maintains a miniscule chakra signal that is transmitted to the user at all times. When the user activates the seal, they will be minimized into a pure chakra packet and transferred instantly to the location of the seal, much like a space-time transit technique like Kuchiyose. They are reformed as they arrive in an instant. This works by synchronizing bodily chakra with the signal, which them in turn will reverberate and activate the incantation, which summons the user to the seal.
Placement Requirements:
Must learn techniques from Alexander, Kaiser, or Izumi.
Alexander – Little is known about this man, only that he has been rumored to be traveling with Uchiha Abbadon.
Kaiser - Kaiser, also known as the Dark Kaiser of the Kaishin, is a powerful missing nin from Yukigakure. He travels the world, though he can often be found in Sea and Snow. A master of the Kaishin and Ice techniques, he tends only to teach two students at a time, and has been known to lose students by bringing them on deadly terrorist missions to Snow. He's a bemused, fun loving man.
Izumi is the leader of Speed, a group of wandering ninja dedicated to high speed motion and travel. They can generally be found wandering in the south of Fire Country, through River and the east of Wind. Dark-skinned, dark-haired, and scantily clad in orange, this flirtatious and dangerous women is considered to be one of the fastest beings alive today. She generally only takes on female students, though she can be persuaded to take on male students if they are impressive enough, though they must be significantly more impressive than the already impressive female students. She has yet to teach the Hiraishin techniques to anyone.
Takes up a Fighting Style Slot to learn the Hiraishin techniques.
:::Seal Jutsus:::
Hiraishin Placement
Rank: S
Skill: Fuuinjutsu
Effect: Places the Hiraishin Seal on an object or person.
Special: Handseals
Drawback: The seal only functions in a one kilometer radius. Requires 150 TP to learn.
Description: The user forms the hand seals, gathering chakra to their hands and then quickly inscribing the incantation and then seal. The seal then begins to transmit a micro chakra signal. This technique, though difficult to learn, only takes up chakra similar to a C rank technique.
Limit: Must learn from Alexander, Kaiser, or Izumi.
Hiraishin Senkou (Flying Thunder God Flash)
Rank: S
Skill: Ninjutsu
Effect: Teleports the user instantly to the Hiraishin seal.
Special: "1 Hand Seal is used. The Tiger"
Drawback: Requires intense concentration, the user may potentially place themselves in a dangerous situation. Seal only functions in a one kilometer radius. Requires 300 TP to learn.
Description: The user forms the tiger seal, synchronizing their chakra with the signal from the seal. The seal will in turn activate, and the incantation will transmit the user via a packet of pure, high frequency chakra to the seal in the blink of an eye. The user reforms and is in whole once again, exactly as they were in their original location. Known as one of the deadliest assassination techniques in existence, the Hiraishin is also one of the most difficult to learn. Despite it's difficulty, however, it only consumes chakra like a B ranked technique.
Limit: Must known Hiraishin Placement. Must learn from Alexander, Kaiser, or Izumi.
Hiraishin Tairiku Senkou (Flying Thunder God Continent Flash)
Rank: S
Skill: Ninjutsu
Effect: Allows the user to teleport to any seal within an unlimited distance, as long as the user has physically visited it before.
Special: "1 Hand Seal is used. The Tiger"
Drawback: Requires highly intense concentration, requires 150 TP to learn, the user must have visited the seal the before they can teleport to it.
Description: The user forms the hand seal, focusing their chakra and synchronizing it with any seal signal, no matter how distant it is. Like the Hiraishin Senkou, the user is rematerialized via chakra at the location an instant later. Reflecting the difficulty of such distant transfers, this consumes a full S rank technique of chakra.
Limit: Must know Hiraishin Senkou and Hiraishin Placement. Must be learned from Alexander, Kaiser, or Izumi.
2.
Mokuton: Mokujou Heki (Wood Element: Locking Wood Wall)
Rank: B, C
Skill: Ninjutsu
Effect: A Wood element jutsu used to protect from on coming attacks.
Special: Rat, Dog, Tiger
Drawback: ---
Description: After forming a few handseals, the user applies their knowledge of binding pillars, calling 6 planks to quickly immerge from the ground to form a half dome shield. Made from solid wood, this dome can withstand an A rank of damage before breaking. An additional C ranked training session can be performed in order to gain the ability to raise a full dome from the ground. This technique is strictly for defense and will always use it’s creator as a reference point as to where to form.
Limit: Wood Release. 6 Trainings of Binding Pillars.
Rank: B, C
Skill: Ninjutsu
Effect: A Wood element jutsu used to protect from on coming attacks.
Special: Rat, Dog, Tiger
Drawback: ---
Description: After forming a few handseals, the user applies their knowledge of binding pillars, calling 6 planks to quickly immerge from the ground to form a half dome shield. Made from solid wood, this dome can withstand an A rank of damage before breaking. An additional C ranked training session can be performed in order to gain the ability to raise a full dome from the ground. This technique is strictly for defense and will always use it’s creator as a reference point as to where to form.
Limit: Wood Release. 6 Trainings of Binding Pillars.
3.
Suiton no Jutsu (Water Release Skill)
Rank: "C"
Skill: NinJutsu
Effect: ---
Special: ---
Drawback: ---
Description: With this skill, or release, the user is now capable of using, and performing techniques that deal with the element of Water. This means that any NinJutsu or specialized TaiJutsu that deals the Water Release will need this in order to be performed correctly.
Limit: ---
Rank: "C"
Skill: NinJutsu
Effect: ---
Special: ---
Drawback: ---
Description: With this skill, or release, the user is now capable of using, and performing techniques that deal with the element of Water. This means that any NinJutsu or specialized TaiJutsu that deals the Water Release will need this in order to be performed correctly.
Limit: ---
4.
Suiton: Oxyhydro Conversion Technique
Rank: "B"
Skill: Ninjutsu
Effect: Converts oxygen and hydrogen in the air into water.
Special: Automatic when performing a water jutsu.
Drawback: It is easy to exceed your chakra level when creating large amounts of chakra- the amount of water needed will automatically be created when you cast a water jutsu when you are not around a water source. Therefore, if you cast a technique and you do not have enough chakra to cast both the technique and create the amount of water necessary, user is incapable of making the technique work.
Description: After spending a large amount of time utilizing water techniques, the Water Shinobi begins to understand the true composition of water. They use this to such an effect that they can create water out of nothing. This is automatic when casting a water jutsu and there is no water source. Be honorable when creating techniques. A small bottle of Water does not have enough substance to create a clone.
Limit: Must have 500 training points into techniques that focus only on Suiton no Jutsu. Once you have obtained 500 training points in Suiton techniques, they gain this technique automatically.
Rank: "B"
Skill: Ninjutsu
Effect: Converts oxygen and hydrogen in the air into water.
Special: Automatic when performing a water jutsu.
Drawback: It is easy to exceed your chakra level when creating large amounts of chakra- the amount of water needed will automatically be created when you cast a water jutsu when you are not around a water source. Therefore, if you cast a technique and you do not have enough chakra to cast both the technique and create the amount of water necessary, user is incapable of making the technique work.
Description: After spending a large amount of time utilizing water techniques, the Water Shinobi begins to understand the true composition of water. They use this to such an effect that they can create water out of nothing. This is automatic when casting a water jutsu and there is no water source. Be honorable when creating techniques. A small bottle of Water does not have enough substance to create a clone.
Limit: Must have 500 training points into techniques that focus only on Suiton no Jutsu. Once you have obtained 500 training points in Suiton techniques, they gain this technique automatically.
5.
Suiton – Daibakufu no Jutsu (Grand Waterfall)
Rank: "A" Rank
Skill: NinJutsu
Effect: ---
Special: Hand Seals
Drawback: ---
Description: This is a Ninjutsu technique utilizing the Water Element. After doing the needed hand seals a column of water will circle the ninja and then a large force of water will erupt to hit the attacker. Due to the force of the water the target will be fully enveloped by the water and at its mercy as is pulls them away.
Limit: Water Release
Rank: "A" Rank
Skill: NinJutsu
Effect: ---
Special: Hand Seals
Drawback: ---
Description: This is a Ninjutsu technique utilizing the Water Element. After doing the needed hand seals a column of water will circle the ninja and then a large force of water will erupt to hit the attacker. Due to the force of the water the target will be fully enveloped by the water and at its mercy as is pulls them away.
Limit: Water Release
6.
Suiton - Suiryuudan no Jutsu (Water Dragon Projectile)
Rank: "B" Rank
Skill: NinJutsu
Effect: Creates a massive sized like Dragon to attack the opponent when used upon.
Special: Handseals
Drawback: ---
Description: Suiryuudan no Jutsu is a Ninjutsu technique utilizing the Water Element. The ninja does a long string of hand seals which then causes a column of water in the form of a dragon to rise from the water and then strike their target.
Limit: Water Release
Rank: "B" Rank
Skill: NinJutsu
Effect: Creates a massive sized like Dragon to attack the opponent when used upon.
Special: Handseals
Drawback: ---
Description: Suiryuudan no Jutsu is a Ninjutsu technique utilizing the Water Element. The ninja does a long string of hand seals which then causes a column of water in the form of a dragon to rise from the water and then strike their target.
Limit: Water Release
7.
Suikoudan no Jutsu - Water Shark Projectile Technique
Rank: B
Skill: Ninjutsu
Effect: Creates a shark of condensed water that leaps from its water source and quickly rushes to its target where it explodes on contact.
Special: “Handseals”
Drawback: Requires a water source.
Description: After forming handseals, the user forms a shark from water near them which will leap from the body of water. The projectile will quickly lock onto its target and fly towards it, exploding on contact with enough force to severely damage an unarmored opponent. The shark will move as fast as a taijutsu master of the same rank as the user.
Limit: Water Release
Rank: B
Skill: Ninjutsu
Effect: Creates a shark of condensed water that leaps from its water source and quickly rushes to its target where it explodes on contact.
Special: “Handseals”
Drawback: Requires a water source.
Description: After forming handseals, the user forms a shark from water near them which will leap from the body of water. The projectile will quickly lock onto its target and fly towards it, exploding on contact with enough force to severely damage an unarmored opponent. The shark will move as fast as a taijutsu master of the same rank as the user.
Limit: Water Release
8.
Extend Jutsu
Rank: "A"
Skill: Supplementary
Effect: User can make their Jutsus last twice as long.
Special: ---
Drawback: ---
Description: An Extended Jutsu lasts twice as long as normal. A Jutsu with a duration of Concentration, Instantaneous, or Permanent is not affected by this Jutsu. Jutsu Handseal/Chakra Increase: 1/2 Rank.
Limit: Must learn from Universal NinJutsu.
Rank: "A"
Skill: Supplementary
Effect: User can make their Jutsus last twice as long.
Special: ---
Drawback: ---
Description: An Extended Jutsu lasts twice as long as normal. A Jutsu with a duration of Concentration, Instantaneous, or Permanent is not affected by this Jutsu. Jutsu Handseal/Chakra Increase: 1/2 Rank.
Limit: Must learn from Universal NinJutsu.
9.
Double Jutsu
Rank: "A"
Skill: Supplementary
Effect: User can perform a Jutsu twice, simultaneously.
Special: ---
Drawback: ---
Description: User performs a Jutsu twice, simultaneously. User may choose different targets for both Jutsus, but both Jutsus are Performed simultaneously, so all targets must be chosen simultaneously. Jutsu Handseal: +1 & 1/2 Rank. Chakra Usage: Both Jutsus.
Limit: Must learn from Universal NinJutsu.
Rank: "A"
Skill: Supplementary
Effect: User can perform a Jutsu twice, simultaneously.
Special: ---
Drawback: ---
Description: User performs a Jutsu twice, simultaneously. User may choose different targets for both Jutsus, but both Jutsus are Performed simultaneously, so all targets must be chosen simultaneously. Jutsu Handseal: +1 & 1/2 Rank. Chakra Usage: Both Jutsus.
Limit: Must learn from Universal NinJutsu.
10.
Suiton - Goshukuzame No Jutsu (Fire Sharks Eating Skill)
Rank: "A" Rank
Skill: NinJutsu
Effect: Creates Water Like sharks to attack an opponent.
Special: Hand Seals
Drawback: ---
Description: A high level water skill where the user slams there hand upon the surface of the water in order to create five sharks made of condensed water, that can attack opponents in the water
Limit: Water Release, must know the Goshokuzame technique
Rank: "A" Rank
Skill: NinJutsu
Effect: Creates Water Like sharks to attack an opponent.
Special: Hand Seals
Drawback: ---
Description: A high level water skill where the user slams there hand upon the surface of the water in order to create five sharks made of condensed water, that can attack opponents in the water
Limit: Water Release, must know the Goshokuzame technique
11.
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11.
Bēizi Quán
Rank: "E"
Skill: TaiJutsu
Effect: Basic stance where user stumbles around while mimicking they are holding a cup.
Special: ---
Drawback: ---
Description: This puts the character’s hand in a good position for blocking and striking, keeping the hands and arms of the user ready for a wide variety of techniques, and makes the shoulders ready for explosive movements. The wrist is in a position where it can easily strike or block, and the fingers are curled in with the index finger hooked out, which helps in trapping an opponent's arms while blocking. The arms can be used for short or long range techniques, as well as the elbows, combined with various feints and strikes.
Limit: Must learn from a Zui Ba Xian Quan Master, or be a Natural Drunkard Boxer. Must know Bēizi Quán.
Tenshin-Chu
Rank: "C"
Skill: TaiJutsu
Effect: User punches their opponent twice, then elbows the opponent, turning around in the process.
Special: ---
Drawback: ---
Description: A basic combo that must be carefully used as it is often predictable. User strikes against the opponent's mid-section with a left punch, and then a right punch in a drunkard fashion before bringing up their left elbow up against the opponent's chin giving a full turn as they enter into Haisei. The first 2 punches are normally performed as the user moves forward after taking a sip of drink.
Limit: Must learn from a Zui Ba Xian Quan Master, or be a Natural Drunkard Boxer. Must know Bēizi Quán. Must know Haisei.
Ren-Senpu
Rank: "C"
Skill: TaiJutsu
Effect: User punches their opponent twice, then does a strong spinning kick. Will knock opponent to ground.
Special: ---
Drawback: ---
Description: A basic combo. User strikes against the opponent's mid-section with a left punch, and then a right punch in a drunkard fashion. The user turns counter clockwise from the right punch as they perform a spinning jump right kick against the opponent's face. The strength of the kick is capable of knocking the opponent down. The first 2 punches are normally performed as the user moves forward after taking a sip of drink.
Limit: Must learn from a Zui Ba Xian Quan Master, or be a Natural Drunkard Boxer. Must know Tenshin-Chu.
Ren-Dokuritsu
Rank: "D"
Skill: TaiJutsu
Effect: The user punches their opponent twice, then spins around, not attacking the enemy, ending in Dokuritsu-Ho.
Special: ---
Drawback: ---
Description: Best used in order to enter Dokuritsu-Ho. User strikes against the opponent's mid-section with a left punch, and then a right punch in a drunkard fashion. The user then turns counter clockwise as if to perform a spinning jump right kick, however they perform no kick. The user spins and lands on Dokuritsu-Ho. The first 2 punches are normally performed as the user moves forward after taking a sip of drink.
Limit: Must learn from a Zui Ba Xian Quan Master, or be a Natural Drunkard Boxer. Must know Dokuritsu-Ho. Must know Ren-Senpu.
Tenshin-Senpu
Rank: "D"
Skill: TaiJutsu
Effect: The user punches their opponent twice, then spins the opposite direction, ending with Haisei.
Special: ---
Drawback: ---
Description: A great way of entering in the Haisei. User strikes against the opponent's mid-section with a left punch, and then a right punch in a drunkard fashion. The user then turns counter clockwise as if to perform a spinning jump right kick, however they perform no kick. The user spins and enters in Haisei. The first 2 punches are normally performed as the user moves forward after taking a sip of drink.
Limit: Must learn from a Zui Ba Xian Quan Master, or be a Natural Drunkard Boxer. Must know Ren-Senpu.
Ren-Dokki
Rank: "D"
Skill: TaiJutsu
Effect: User punches their opponent twice, then a double hop-kick. Ends in Dokuritsu-Ho.
Special: ---
Drawback: ---
Description: User strikes against the opponent's mid-section with a left punch, and then a right punch in a drunkard fashion. The user then hops up in the air with their right leg while aiming their left foot to the opponent's chin. The user lands on their left leg as they stand in Dokuritsu-Ho. The first 2 punches are normally performed as the user moves forward after taking a sip of drink.
Limit: Must learn from a Zui Ba Xian Quan Master, or be a Natural Drunkard Boxer. Must know Ren-Senpu. Must know Niki-Kyaku.
Ren-Toshin
Rank: "C"
Skill: TaiJutsu
Effect: The user punches their opponent twice, then falls backward with a strong kick. Ends in Kokoto.
Special: ---
Drawback: ---
Description: A great way to enter Kokoto. User strikes against the opponent's mid-section with a left punch, and then a right punch in a drunkard fashion. The user then begins to fall to the floor as if they passed out while raising their right leg. As the user falls they quickly slam the right leg into the opponent's stomach capable of launching the opponent back as the user lands in Kokoto. The first 2 punches are normally performed as the user moves forward after taking a sip of drink.
Limit: Must learn from a Zui Ba Xian Quan Master, or be a Natural Drunkard Boxer. Must know Kokoto. Must know Ren-Senpu.
Tessa
Rank: "C"
Skill: TaiJutsu
Effect: The user punches their opponent twice, then does a weak sweeping strike.
Special: ---
Drawback: ---
Description: User strikes against the opponent's mid-section with a left punch, and then a right punch in a drunkard fashion. The user then begins to fall forward as if they were going to faint onto the opponent as the user lands on their right knee while raising their left leg up to sweep against the opponent capable of knocking them down. The first 2 punches are normally performed as the user moves forward after taking a sip of drink.
Limit: Must learn from a Zui Ba Xian Quan Master, or be a Natural Drunkard Boxer. Must know Ren-Senpu.
Katsumen-Tai
Rank: "C"
Skill: TaiJutsu
Effect: The user punches high, then does a high roundhouse.
Special: ---
Drawback: ---
Description: The user jabs a blind strike with their left hand against the opponent's face to set up a strong inside roundhouse kick with the user's left leg. The inside roundhouse kick is aimed against the opponent's face. The kick move should be fast, so the user must use this to their advantage after performing a distracting left jab.
Limit: Must learn from a Zui Ba Xian Quan Master, or be a Natural Drunkard Boxer. Must know Bēizi Quán.
Senshin-Getsuga
Rank: "B"
Skill: TaiJutsu
Effect: The user cups their arms together slams into the opponent, then spins and slams their cupped hands into the opponent.
Special: ---
Drawback: ---
Description: A somewhat slow attack when performing so it is best used against opponents who are rising (knocked down to standing position). The user cups their arms together and acts like they are falling into the opponent. The user pushes forward and up to stumble the opponent for the strong attack. The user spins clockwise with their arms still cupped together. When they finish the spin they outstretch their arms and slam their hands into the opponent's chest that launches them away from the user.
Limit: Must learn from a Zui Ba Xian Quan Master, or be a Natural Drunkard Boxer. Must know Bēizi Quán.
Suiho-Chogeki
Rank: "D"
Skill: TaiJutsu
Effect: The user simply hits the opponent on the top of the head.
Special: ---
Drawback: ---
Description: The user pulls back a bit in a full standing position as they raise up their right arm and slams a downward fist against the opponent's head. The user uses their full body momentum while they stand on their right leg with their left leg fully extends.
Limit: Must learn from a Zui Ba Xian Quan Master, or be a Natural Drunkard Boxer. Must know Bēizi Quán.
Soko-Shu, Suiho
Rank: "C"
Skill: TaiJutsu
Effect: The user steps forward, punching the mid-section with their forearm, then with their other arm, hits the opponent on the top of the head.
Special: ---
Drawback: ---
Description: Normally performed when the user takes a sip of their drink with their body arched back. The user does this to distract the opponent as they quickly rush forward slamming their right forearm into the opponent's mid-section. The rush forward looks like a stumble, as if the user is passing out on the opponent. As the opponent grabs their stomach from the attack, the user stands while bringing their right arm up and slams a downward fist against the back of the opponent's head. The user uses their full body momentum while they stand on their right leg with their left leg fully extends.
Limit: Must learn from a Zui Ba Xian Quan Master, or be a Natural Drunkard Boxer. Must know Suiho-Chogeki.
Soko-Chogeki
Rank: "B"
Skill: TaiJutsu
Effect: Use slams a forearm into an opponent's mid-section to stun them briefly followed by a spinning back kick.
Special: ---
Drawback: ---
Description: Normally performed when the user takes a sip of their drink with their body arched back. The user does this to distract the opponent as they quickly rush forward slamming their right forearm into the opponent's mid-section. The rush forward looks like a stumble, as if the user is passing out on the opponent. As the opponent grabs their stomach from the attack, the user stands and performs a counter clockwise spinning jump back kick into the opponent's mid-section with their left leg.
Limit: Must learn from a Zui Ba Xian Quan Master, or be a Natural Drunkard Boxer. Must know Soko-Shu, Suiho. Must know Hisui-Senkyaku.
Koshu
Rank: "D"
Skill: TaiJutsu
Effect: An attack that attacks the opponent's head while the user enters into the Haisei.
Special: ---
Drawback: ---
Description: The attack to the opponent's face is used to stun the opponent for a brief moment. Useful at short range. The user turns their body to have it face away from the opponent. Doing so the user takes a sip of their drink as they extend an arm out to the opponent and slam a fist strike against the opponent's face. The user enters Haisei as they perform the spin.
Limit: Must learn from a Zui Ba Xian Quan Master, or be a Natural Drunkard Boxer. Must know Bēizi Quán. Must know Haisei.
Ren-Chowan
Rank: "C"
Skill: TaiJutsu
Effect: The user attacks using 2 uppercuts.
Special: ---
Drawback: ---
Description: The user acts as if they stumble back to fall on their knee. As they fall to their knee the user performs a quick uppercut against the opponent. The user then quickly stands by pushing off of their leg and performs another uppercut within the stand to knock the opponent off guard. Due to the surprised attack, the 2nd uppercut has the strength of 40 Points worth of Damage against Defenses.
Limit: Must learn from a Zui Ba Xian Quan Master, or be a Natural Drunkard Boxer. Must know Bēizi Quán.
Getsuga-Rencho
Rank: "B"
Skill: TaiJutsu
Effect: User hurls a jab, then releases a left uppercut, then releases a rising right uppercut.
Special: ---
Drawback: ---
Description: The user performs a stumbling left jab. The jab is aimed at the opponent's face as the user stumbles down to their right knee while retracting the jab. While stumbling down the user delivers an uppercut against the opponent's chin with their left. The user brings their right arm back as the user blocks with their left. The user pushes up with their right leg and raises their right arm to deliver a powerful uppercut against the opponent's chin using the body rise with their right leg. Due to the surprised attack, the last uppercut has the strength of 60 Points worth of Damage against Defenses.
Limit: Must learn from a Zui Ba Xian Quan Master, or be a Natural Drunkard Boxer. Must know Ren-Chowan.
Gyoin-Chowan
Rank: "C" + "C"
Skill: TaiJutsu
Effect: The user takes a "drink" before surprising the opponent with a powerful "uppercut".
Special: ---
Drawback: ---
Description: The user bends their upper body down to the ground as they take a drink with their right arm. Their knees are bent as they are close to the floor from the "drink". The user then pushes up with their legs and performs a diagonal uppercut with their left arm to the opponent's jaw as they use the full momentum to turn themselves around entering in Haisei. This technique can also be used as a feint as the user does not have to perform the uppercut. The drink and a quick motion forward is all that is needed to sometimes confuse the opponent. This is also used to allow the user to avoid high attacks aimed for his head.
Gyoin-Chowan - Dokuritsu-Ho User is able to perform the same technique however in Dokuritsu-Ho. Must know Dokuritsu-Ho.
Limit: Must learn from a Zui Ba Xian Quan Master, or be a Natural Drunkard Boxer. Must know Bēizi Quán. Must know Haisei.
Gyoin-Zenku
Rank: "B"
Skill: TaiJutsu
Effect: The user takes a "drink" before performing a backwards flip kick. Will knock opponent down.
Special: ---
Drawback: ---
Description: The user bends their upper body down to the ground as they take a drink with their right arm. Their knees are bent as they are close to the floor from the "drink". The user then kicks off and performs a backwards flip kick aiming their legs into the opponent's jaw to knock the opponent backwards. Normally the backwards flip kick is performed in a "cart-wheel" to better the chance of connecting a strike. This technique can also be used as a feint as the user does not have to perform the backwards flip kick. The drink and a quick motion forward is all that is needed to sometimes confuse the opponent. This is also used to allow the user to avoid high attacks aimed for his head. This technique has a knockback of 10 meters.
Limit: Must learn from a Zui Ba Xian Quan Master, or be a Natural Drunkard Boxer. Must know Gyoin-Chowan.
Gyoin-Zenku-Hontetsu
Rank: "A"
Skill: TaiJutsu
Effect: The user takes a "drink" before performing a backwards flip kick before performing a forward flip kick.
Special: ---
Drawback: ---
Description: The user bends their upper body down to the ground as they take a drink with their right arm. Their knees are bent as they are close to the floor from the "drink". The user then kicks off and performs a backwards flip kick aiming their legs into the opponent's jaw to knock the opponent backwards. Normally the backwards flip kick is performed in a "cart-wheel" to better the chance of connecting a strike. After the user lands they quickly perform a forward flip kick aiming for a strong leg slam into the opponent's mid section, or groin. A harsh kick using the momentum of the flip. This technique can also be used as a feint as the user does not have to perform the backwards flip kick. The drink and a quick motion forward is all that is needed to sometimes confuse the opponent. This is also used to allow the user to avoid high attacks aimed for his head. This technique has a 15 meter knockback.
Limit: Must learn from a Zui Ba Xian Quan Master, or be a Natural Drunkard Boxer. Must know Gyoin-Chowan.
Gyoin-Dantai
Rank: "C"
Skill: TaiJutsu
Effect: The user takes a "drink" before surprising the opponent with a low kick to the opponent's knee while.
Special: ---
Drawback: ---
Description: Great technique to put the user in Kokoto. The user bends their upper body down to the ground as they take a drink with their right arm. Their knees are bent as they are close to the floor from the "drink". The user extends their left leg out as they fall backwards smacking the foot against the opponent's knee. The user falls into Kokoto.
Limit: Must learn from a Zui Ba Xian Quan Master, or be a Natural Drunkard Boxer. Must know Bēizi Quán. Must know Kokoto.
Sohanku
Rank: "B"
Skill: TaiJutsu
Effect: User strikes with their elbow and then throws a powerful double fisted blow to the opponent's midsection capable of knocking them down.
Special: ---
Drawback: ---
Description: Best used when the opponent is getting up or if the opponent is close to the user or next to a wall. The user bends their knees and spins counter clockwise while raising their right elbow. Pushing off with their legs they slam the elbow straight into the opponent's mid-section with their left leg toward the opponent in order to stun and knock the opponent back a few feet. This allows the user to step to
Rank: "E"
Skill: TaiJutsu
Effect: Basic stance where user stumbles around while mimicking they are holding a cup.
Special: ---
Drawback: ---
Description: This puts the character’s hand in a good position for blocking and striking, keeping the hands and arms of the user ready for a wide variety of techniques, and makes the shoulders ready for explosive movements. The wrist is in a position where it can easily strike or block, and the fingers are curled in with the index finger hooked out, which helps in trapping an opponent's arms while blocking. The arms can be used for short or long range techniques, as well as the elbows, combined with various feints and strikes.
Limit: Must learn from a Zui Ba Xian Quan Master, or be a Natural Drunkard Boxer. Must know Bēizi Quán.
Tenshin-Chu
Rank: "C"
Skill: TaiJutsu
Effect: User punches their opponent twice, then elbows the opponent, turning around in the process.
Special: ---
Drawback: ---
Description: A basic combo that must be carefully used as it is often predictable. User strikes against the opponent's mid-section with a left punch, and then a right punch in a drunkard fashion before bringing up their left elbow up against the opponent's chin giving a full turn as they enter into Haisei. The first 2 punches are normally performed as the user moves forward after taking a sip of drink.
Limit: Must learn from a Zui Ba Xian Quan Master, or be a Natural Drunkard Boxer. Must know Bēizi Quán. Must know Haisei.
Ren-Senpu
Rank: "C"
Skill: TaiJutsu
Effect: User punches their opponent twice, then does a strong spinning kick. Will knock opponent to ground.
Special: ---
Drawback: ---
Description: A basic combo. User strikes against the opponent's mid-section with a left punch, and then a right punch in a drunkard fashion. The user turns counter clockwise from the right punch as they perform a spinning jump right kick against the opponent's face. The strength of the kick is capable of knocking the opponent down. The first 2 punches are normally performed as the user moves forward after taking a sip of drink.
Limit: Must learn from a Zui Ba Xian Quan Master, or be a Natural Drunkard Boxer. Must know Tenshin-Chu.
Ren-Dokuritsu
Rank: "D"
Skill: TaiJutsu
Effect: The user punches their opponent twice, then spins around, not attacking the enemy, ending in Dokuritsu-Ho.
Special: ---
Drawback: ---
Description: Best used in order to enter Dokuritsu-Ho. User strikes against the opponent's mid-section with a left punch, and then a right punch in a drunkard fashion. The user then turns counter clockwise as if to perform a spinning jump right kick, however they perform no kick. The user spins and lands on Dokuritsu-Ho. The first 2 punches are normally performed as the user moves forward after taking a sip of drink.
Limit: Must learn from a Zui Ba Xian Quan Master, or be a Natural Drunkard Boxer. Must know Dokuritsu-Ho. Must know Ren-Senpu.
Tenshin-Senpu
Rank: "D"
Skill: TaiJutsu
Effect: The user punches their opponent twice, then spins the opposite direction, ending with Haisei.
Special: ---
Drawback: ---
Description: A great way of entering in the Haisei. User strikes against the opponent's mid-section with a left punch, and then a right punch in a drunkard fashion. The user then turns counter clockwise as if to perform a spinning jump right kick, however they perform no kick. The user spins and enters in Haisei. The first 2 punches are normally performed as the user moves forward after taking a sip of drink.
Limit: Must learn from a Zui Ba Xian Quan Master, or be a Natural Drunkard Boxer. Must know Ren-Senpu.
Ren-Dokki
Rank: "D"
Skill: TaiJutsu
Effect: User punches their opponent twice, then a double hop-kick. Ends in Dokuritsu-Ho.
Special: ---
Drawback: ---
Description: User strikes against the opponent's mid-section with a left punch, and then a right punch in a drunkard fashion. The user then hops up in the air with their right leg while aiming their left foot to the opponent's chin. The user lands on their left leg as they stand in Dokuritsu-Ho. The first 2 punches are normally performed as the user moves forward after taking a sip of drink.
Limit: Must learn from a Zui Ba Xian Quan Master, or be a Natural Drunkard Boxer. Must know Ren-Senpu. Must know Niki-Kyaku.
Ren-Toshin
Rank: "C"
Skill: TaiJutsu
Effect: The user punches their opponent twice, then falls backward with a strong kick. Ends in Kokoto.
Special: ---
Drawback: ---
Description: A great way to enter Kokoto. User strikes against the opponent's mid-section with a left punch, and then a right punch in a drunkard fashion. The user then begins to fall to the floor as if they passed out while raising their right leg. As the user falls they quickly slam the right leg into the opponent's stomach capable of launching the opponent back as the user lands in Kokoto. The first 2 punches are normally performed as the user moves forward after taking a sip of drink.
Limit: Must learn from a Zui Ba Xian Quan Master, or be a Natural Drunkard Boxer. Must know Kokoto. Must know Ren-Senpu.
Tessa
Rank: "C"
Skill: TaiJutsu
Effect: The user punches their opponent twice, then does a weak sweeping strike.
Special: ---
Drawback: ---
Description: User strikes against the opponent's mid-section with a left punch, and then a right punch in a drunkard fashion. The user then begins to fall forward as if they were going to faint onto the opponent as the user lands on their right knee while raising their left leg up to sweep against the opponent capable of knocking them down. The first 2 punches are normally performed as the user moves forward after taking a sip of drink.
Limit: Must learn from a Zui Ba Xian Quan Master, or be a Natural Drunkard Boxer. Must know Ren-Senpu.
Katsumen-Tai
Rank: "C"
Skill: TaiJutsu
Effect: The user punches high, then does a high roundhouse.
Special: ---
Drawback: ---
Description: The user jabs a blind strike with their left hand against the opponent's face to set up a strong inside roundhouse kick with the user's left leg. The inside roundhouse kick is aimed against the opponent's face. The kick move should be fast, so the user must use this to their advantage after performing a distracting left jab.
Limit: Must learn from a Zui Ba Xian Quan Master, or be a Natural Drunkard Boxer. Must know Bēizi Quán.
Senshin-Getsuga
Rank: "B"
Skill: TaiJutsu
Effect: The user cups their arms together slams into the opponent, then spins and slams their cupped hands into the opponent.
Special: ---
Drawback: ---
Description: A somewhat slow attack when performing so it is best used against opponents who are rising (knocked down to standing position). The user cups their arms together and acts like they are falling into the opponent. The user pushes forward and up to stumble the opponent for the strong attack. The user spins clockwise with their arms still cupped together. When they finish the spin they outstretch their arms and slam their hands into the opponent's chest that launches them away from the user.
Limit: Must learn from a Zui Ba Xian Quan Master, or be a Natural Drunkard Boxer. Must know Bēizi Quán.
Suiho-Chogeki
Rank: "D"
Skill: TaiJutsu
Effect: The user simply hits the opponent on the top of the head.
Special: ---
Drawback: ---
Description: The user pulls back a bit in a full standing position as they raise up their right arm and slams a downward fist against the opponent's head. The user uses their full body momentum while they stand on their right leg with their left leg fully extends.
Limit: Must learn from a Zui Ba Xian Quan Master, or be a Natural Drunkard Boxer. Must know Bēizi Quán.
Soko-Shu, Suiho
Rank: "C"
Skill: TaiJutsu
Effect: The user steps forward, punching the mid-section with their forearm, then with their other arm, hits the opponent on the top of the head.
Special: ---
Drawback: ---
Description: Normally performed when the user takes a sip of their drink with their body arched back. The user does this to distract the opponent as they quickly rush forward slamming their right forearm into the opponent's mid-section. The rush forward looks like a stumble, as if the user is passing out on the opponent. As the opponent grabs their stomach from the attack, the user stands while bringing their right arm up and slams a downward fist against the back of the opponent's head. The user uses their full body momentum while they stand on their right leg with their left leg fully extends.
Limit: Must learn from a Zui Ba Xian Quan Master, or be a Natural Drunkard Boxer. Must know Suiho-Chogeki.
Soko-Chogeki
Rank: "B"
Skill: TaiJutsu
Effect: Use slams a forearm into an opponent's mid-section to stun them briefly followed by a spinning back kick.
Special: ---
Drawback: ---
Description: Normally performed when the user takes a sip of their drink with their body arched back. The user does this to distract the opponent as they quickly rush forward slamming their right forearm into the opponent's mid-section. The rush forward looks like a stumble, as if the user is passing out on the opponent. As the opponent grabs their stomach from the attack, the user stands and performs a counter clockwise spinning jump back kick into the opponent's mid-section with their left leg.
Limit: Must learn from a Zui Ba Xian Quan Master, or be a Natural Drunkard Boxer. Must know Soko-Shu, Suiho. Must know Hisui-Senkyaku.
Koshu
Rank: "D"
Skill: TaiJutsu
Effect: An attack that attacks the opponent's head while the user enters into the Haisei.
Special: ---
Drawback: ---
Description: The attack to the opponent's face is used to stun the opponent for a brief moment. Useful at short range. The user turns their body to have it face away from the opponent. Doing so the user takes a sip of their drink as they extend an arm out to the opponent and slam a fist strike against the opponent's face. The user enters Haisei as they perform the spin.
Limit: Must learn from a Zui Ba Xian Quan Master, or be a Natural Drunkard Boxer. Must know Bēizi Quán. Must know Haisei.
Ren-Chowan
Rank: "C"
Skill: TaiJutsu
Effect: The user attacks using 2 uppercuts.
Special: ---
Drawback: ---
Description: The user acts as if they stumble back to fall on their knee. As they fall to their knee the user performs a quick uppercut against the opponent. The user then quickly stands by pushing off of their leg and performs another uppercut within the stand to knock the opponent off guard. Due to the surprised attack, the 2nd uppercut has the strength of 40 Points worth of Damage against Defenses.
Limit: Must learn from a Zui Ba Xian Quan Master, or be a Natural Drunkard Boxer. Must know Bēizi Quán.
Getsuga-Rencho
Rank: "B"
Skill: TaiJutsu
Effect: User hurls a jab, then releases a left uppercut, then releases a rising right uppercut.
Special: ---
Drawback: ---
Description: The user performs a stumbling left jab. The jab is aimed at the opponent's face as the user stumbles down to their right knee while retracting the jab. While stumbling down the user delivers an uppercut against the opponent's chin with their left. The user brings their right arm back as the user blocks with their left. The user pushes up with their right leg and raises their right arm to deliver a powerful uppercut against the opponent's chin using the body rise with their right leg. Due to the surprised attack, the last uppercut has the strength of 60 Points worth of Damage against Defenses.
Limit: Must learn from a Zui Ba Xian Quan Master, or be a Natural Drunkard Boxer. Must know Ren-Chowan.
Gyoin-Chowan
Rank: "C" + "C"
Skill: TaiJutsu
Effect: The user takes a "drink" before surprising the opponent with a powerful "uppercut".
Special: ---
Drawback: ---
Description: The user bends their upper body down to the ground as they take a drink with their right arm. Their knees are bent as they are close to the floor from the "drink". The user then pushes up with their legs and performs a diagonal uppercut with their left arm to the opponent's jaw as they use the full momentum to turn themselves around entering in Haisei. This technique can also be used as a feint as the user does not have to perform the uppercut. The drink and a quick motion forward is all that is needed to sometimes confuse the opponent. This is also used to allow the user to avoid high attacks aimed for his head.
Gyoin-Chowan - Dokuritsu-Ho User is able to perform the same technique however in Dokuritsu-Ho. Must know Dokuritsu-Ho.
Limit: Must learn from a Zui Ba Xian Quan Master, or be a Natural Drunkard Boxer. Must know Bēizi Quán. Must know Haisei.
Gyoin-Zenku
Rank: "B"
Skill: TaiJutsu
Effect: The user takes a "drink" before performing a backwards flip kick. Will knock opponent down.
Special: ---
Drawback: ---
Description: The user bends their upper body down to the ground as they take a drink with their right arm. Their knees are bent as they are close to the floor from the "drink". The user then kicks off and performs a backwards flip kick aiming their legs into the opponent's jaw to knock the opponent backwards. Normally the backwards flip kick is performed in a "cart-wheel" to better the chance of connecting a strike. This technique can also be used as a feint as the user does not have to perform the backwards flip kick. The drink and a quick motion forward is all that is needed to sometimes confuse the opponent. This is also used to allow the user to avoid high attacks aimed for his head. This technique has a knockback of 10 meters.
Limit: Must learn from a Zui Ba Xian Quan Master, or be a Natural Drunkard Boxer. Must know Gyoin-Chowan.
Gyoin-Zenku-Hontetsu
Rank: "A"
Skill: TaiJutsu
Effect: The user takes a "drink" before performing a backwards flip kick before performing a forward flip kick.
Special: ---
Drawback: ---
Description: The user bends their upper body down to the ground as they take a drink with their right arm. Their knees are bent as they are close to the floor from the "drink". The user then kicks off and performs a backwards flip kick aiming their legs into the opponent's jaw to knock the opponent backwards. Normally the backwards flip kick is performed in a "cart-wheel" to better the chance of connecting a strike. After the user lands they quickly perform a forward flip kick aiming for a strong leg slam into the opponent's mid section, or groin. A harsh kick using the momentum of the flip. This technique can also be used as a feint as the user does not have to perform the backwards flip kick. The drink and a quick motion forward is all that is needed to sometimes confuse the opponent. This is also used to allow the user to avoid high attacks aimed for his head. This technique has a 15 meter knockback.
Limit: Must learn from a Zui Ba Xian Quan Master, or be a Natural Drunkard Boxer. Must know Gyoin-Chowan.
Gyoin-Dantai
Rank: "C"
Skill: TaiJutsu
Effect: The user takes a "drink" before surprising the opponent with a low kick to the opponent's knee while.
Special: ---
Drawback: ---
Description: Great technique to put the user in Kokoto. The user bends their upper body down to the ground as they take a drink with their right arm. Their knees are bent as they are close to the floor from the "drink". The user extends their left leg out as they fall backwards smacking the foot against the opponent's knee. The user falls into Kokoto.
Limit: Must learn from a Zui Ba Xian Quan Master, or be a Natural Drunkard Boxer. Must know Bēizi Quán. Must know Kokoto.
Sohanku
Rank: "B"
Skill: TaiJutsu
Effect: User strikes with their elbow and then throws a powerful double fisted blow to the opponent's midsection capable of knocking them down.
Special: ---
Drawback: ---
Description: Best used when the opponent is getting up or if the opponent is close to the user or next to a wall. The user bends their knees and spins counter clockwise while raising their right elbow. Pushing off with their legs they slam the elbow straight into the opponent's mid-section with their left leg toward the opponent in order to stun and knock the opponent back a few feet. This allows the user to step to
12.
[/li][li]Second Gate— Svādhiṣṭhāna [Heal/Energy ]
Rank: "B" Rank
Skill: Taijutsu, Supplementary
Effect: The body can only go 20% of it's limits naturally, with all the gates on. With each gate, however, the body can go an extra 10% for each gate broken. The Heal Gate enables the user to push forth to 40%. When a user takes the time to break this gate, they become capable of moving .75 times faster than normal. This means that a user who is capable of performing 4 movements would be capable of performing an amount of 7 movements in total. (4 base movements + 3 movements for the ×.75)
Special: The user must concentrate within their inner body for one brief moment in order to bring forth the gate.
Drawback: Simply put, the Hachimontonkou work on a 100% scale. Unlocking the Heal Gate expends 20% of the aforementioned one hundred each round it remains open. What this means is that if you were to perform under the Heal Gate's influence for two rounds, you would have used 40% out of the allotted one hundred. BUT, the moment a user goes over this 100%, their entire musculature will begin tearing apart, resulting in short stints of temporary paralysis accompanied by shocking pains. Repairing this damage requires medical attention with a success rate of 70%.
Description: The Heal Gate is located in the sacrum and is the second of the eight celestial gates. As any taijutsu specalist knows, battle can be dangerous, and if a shinobi is taking a beating they may choose to unlock the Heal Gate which, in turn, allows them to shrug off a good deal of damage and even make their body function better for a while.
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