Shingo Joki's Jutsu list
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Shingo Joki's Jutsu list
The Jutsu Profile Character Information Character Name: Character Tier: 0-5 Character Application: App Skills Taijutsu: GrandmasterNinjutsu: Expert Genjutsu: Master Strength: Grandmaster Agility: Master Endurance: Grandmaster Chakra Capacity: Master Chakra Efficiency: Master Weapons Mastery: Adept Fuuinjutsu: Untrained Medical: Novice Summoning: Untrained Selected Perks: Eight Gates: Up to Third (⬤⬤⬤) Eight Gates: Up to Fifth (⬤) Eight Gates: Up to Eighth (⬤) Hybrid Element (⬤⬤) Jutsu's (List Jutsus Here)Jutsu Name: Body Flicker Jutsu Type: N/A Jutsu Element: Yin Jutsu Rank: D Jutsu Clan: N/A Jutsu Description: By using the Body Flicker Technique, a ninja can move short to long distances at an almost untraceable speed. To an observer, it appears as if the user has teleported. It is accomplished by using chakra to temporarily vitalize the body and move at extreme speeds. The amount of chakra required depends on the overall distance and elevation between the user and the intended destination. A puff of smoke is occasionally used to disguise the user's movements. Other elements or substances can be used instead to distract the opponent. Jutsu Name: Boil Release: Erupting Propulsion Fist Jutsu Type: N/A Jutsu Element: Boil Jutsu Rank: B Jutsu Clan: N/A Jutsu Description: After increasing their chakra temperature to the boiling point, the user releases boiling steams from his body and delivers a steam-enhanced punch that sends his opponent flying far away. Jutsu Name: Boil Release: Erupting Strong Foot Jutsu Type: N/A Jutsu Element: Boil Jutsu Rank: B Jutsu Clan: N/A Jutsu Description: After increasing his chakra temperature to boiling point, the user releases boiling steam from his body and delivers a powerful kick to his opponent with enhanced force via Steam Armour. This attack has enough force to generally send his opponent reeling backwards. Jutsu Name: Boil Release: Skilled Mist Technique Jutsu Type: N/A Jutsu Element: Boil Jutsu Rank: A Jutsu Clan: N/A Jutsu Description: The user creates a cloud of mist which they release from their mouth. This mist is highly acidic in nature, capable of melting bodies, and even chakra-based defences and barriers, nullifying them.In the event that the mist escapes the containment area, the user can adjust the pH level of the mist to safer levels. Though the mist is corrosive to all around it, the user seems to be immune. Jutsu Name: Boil Release: Steam Dash Jutsu Type: N/A Jutsu Element: Boil Jutsu Rank: B Jutsu Clan: N/A Jutsu Description: After increasing their chakra temperature to its boiling point, the user releases boiling steam from their body, after which, they dash straight at the opponent in a straight line, taking the similar approach to a locomotive and creating sounds, which are similar to the ones made by a steam whistle. Jutsu Name: Boil Release: Steam-Speed Dropkick Jutsu Type: Taijutsu Jutsu Element: Boil Jutsu Rank: S Jutsu Clan: Joki Jutsu Description: The user rushes forward towards their opponent before performing a full-frontal dropkick and releasing a large burst of steam from their feet to increase impact and knock their opponent down. They then quickly roll out of the way and spring to their feet. This technique has even greater power when combined with Boil Release: Steam Dash. Jutsu Name: Boil Release: Unrivaled Strength Jutsu Type: N/A Jutsu Element: Boil Jutsu Rank: B Jutsu Clan: N/A Jutsu Description: The user increases the temperature of chakra to the boiling point, generating large amounts of steam and evaporating any water or ice in direct contact with their body. The pressure resulting from this emitted steam can then be used to increase the force behind physical attacks, giving the user immense strength. The exact amount of force produced is proportional to the quantity of steam released, as the greater the volume of steam utilised, the larger the pressure that can be built up. On releasing the pressure, not only is the user's strength enhanced, but their speed increased as well. Jutsu Name: Front Lotus Jutsu Type: N/A Jutsu Element: Taijutsu Jutsu Rank: B Jutsu Clan: N/A Jutsu Description: To utilize the Omote Renge, the user must first have at least the first gate open before loosening up bandages from around their arm. With a quick dash they are suddenly below his target and a quick upward kick sends their opponent skyward. The user then jumps into the air to place his chest to the back of their opponent. He then wraps their arms and bandages around their opponent to prevent escape. As the pair begin their fall back to earth, the user begins to spin downwards at a high rate of speed, driving his opponent head first into the ground. At the last moment the user himself releases the bandages and jumps to the clear. Though the technique injures his opponent, it also takes its toll on the user's body as well. Cooldown: 3 posts. Jutsu Name: Kai (Release) Jutsu Type: N/A Jutsu Element: Yin Jutsu Rank: C Jutsu Clan: N/A Jutsu Description: Kai, or Release, basically allows the user to disrupt their own chakra flow to the point of breaking Genjutsu placed on them, assuming they can even realize they are in one, however this is still limited by the users own chakra pool and chakra control. You can determine whether or not you can detect a Genjutsu to break it based off of your characters skill in Genjutsu and your opponents skill. Jutsu Name: Reverse Lotus Jutsu Type: N/A Jutsu Element: Taijutsu Jutsu Rank: A Jutsu Clan: N/A Jutsu Description: To utilize the Ura Renge, the user will open at least the first three Celestial Gates. Then, like Omote Renge, they will quickly move beneath the target and kick them upwards. While in the air the user will then pummel their opponent throughout the air with high speed Taijutsu attacks to weaken them. Then at the apex of their attack they will strike their opponent in the chest towards the ground. The user then moves in close to their opponent and attaches a bandage, or something to that effect. The user will then allow his opponent to get some distance away, then pulls their target back to their body and does a hard downward palm strike to their chest causing them to crash into the ground with massive damage. Cooldown: Once per topic. Jutsu Name: Water Release: Cold Sky Water Attack Jutsu Type: N/A Jutsu Element: Water Jutsu Rank: A Jutsu Clan: N/A Jutsu Description: The user shoots numerous amount of extremely large jets of water from their mouth at high speeds which can easily shatter rock. This technique is especially useful as a short to mid range attack. Jutsu Name: Water Release: Hidden Mist Jutsu Type: N/A Jutsu Element: Water Jutsu Rank: D Jutsu Clan: N/A Jutsu Description: The Hidden Mist Technique is a speciality of the shinobi from Kirigakure, where one causes a mist to spring forth either by using a pre-existing water source, or expelling it from their mouth. They can then go in and out of sight at will from within the pearly-white realm. The mist's thickness is controlled by the amount of chakra kneaded into it. It cannot fool the Byakugan, but, due to the mist being created with the user's chakra, any Sharingan and Rinnegan-user will see the mist colored by their opponent's chakra — which will effectively hide the user from the dōjutsu. Jutsu Name: Water Release: Water Clone Technique Jutsu Type: N/A Jutsu Element: Water Jutsu Rank: C Jutsu Clan: N/A Jutsu Description: The Water Clone Technique is similar to the Shadow Clone Technique except it creates clones that are made out of water. Also, unlike shadow clones, water clones hold only one-tenth of the original person's power. Like other solid clone techniques, the clones can be used to perform tasks the user is unable or unwilling to do for themselves. The range of the clone is limited however, as it can not travel very far from the original body without losing control. Like other clone techniques, if the water clones are injured enough they will revert to normal water. Jutsu Name: Seven Heavens Breathing Method - First Breath Jutsu Type: Taijutsu Jutsu Element: Jutsu Rank: C Jutsu Clan: Jutsu Description: The first activation (第一活性, daiichi kassei) turns the user's eyes completely white as their body gains a yellow aura, though this doesn't actually affect their vision and color variations of the aura based on the individuals chakra can exist. With the bolstered physique dulling sensations of pain and ones instinctive fear of self-harm, it becomes far easier to push towards the body's natural limits, much like the first gate of Hachimon. This by no means actually prevents self-harm however, so going all out will still severely damage the body from over taxation. Jutsu Name: Seven Heavens Breathing Method - Second Breath Jutsu Type: Taijutsu Jutsu Element: Jutsu Rank: C Jutsu Clan: Jutsu Description: The second activation (第二活性, daini kassei) causes the users body to expand slightly, even normally faint if not invisible musculature gaining visible (if temporary) definition. In this stage the user will also begin to recover faster, as the activation stimulates the body's natural healing above the normal rate. Though minor wounds such as, but not limited to, cuts, bruises, and scrapes will heal within moments even mid-battle, more dire ones such as gashes and broken bones remain unaffected. Other sources of recover/healing are also unaffected by this, remaining at their usual potency. Jutsu Name: Seven Heavens Breathing Method - Third Breath Jutsu Type: Taijutsu Jutsu Element: Jutsu Rank: B Jutsu Clan: Jutsu Description: The third activation (第三活性, daisan kassei) turns the user's skin red, much like when the Gate of Life is opened. In this stage more severe wounds will now heal faster as well as natural recovery rises further, bleeding stemmed while gashes and the like will gradually close, provided they are clean enough to not require outside help (e.g stitches). Minor fractures can be mended as well if the user remains stationary, but compound ones and other more major, potentially lethal injuries will require proper medical attention. The most the technique can do against such heavy damage is improve chances of survival, if it can be upheld; further activations (4-7) can not boost the body's recovery rate any higher. Due to this quickened recovery rate, the user can now reach 100% of their physical potential, but only in brief, sporadic spurts. Prolonged and too frequent usage alike will overwhelm the hastened recovery, resulting in significant self-harm. Jutsu Name: Seven Heavens Breathing Method - Fourth Breath Jutsu Type: Taijutsu Jutsu Element: Jutsu Rank: B Jutsu Clan: Jutsu Description: The fourth activation (第四活性, daiyon kassei) sharpens the user's eyesight to allow complete clarity even at a distance, though by no means distances the Byakugan can see to, and will not restore degradation (much less blindness) brought on by advanced age or disease. By now the physique is so notably improved ones maximum power exceeds their body's normal 100%, the brains risen performance having also reached a level the users reflexes have been similarly heightened to keep up with the new-found prowess as well. As the power grows, so does the aura expand to take on a fiercer appearance. Jutsu Name: Seven Heavens Breathing Method - Fifth Breath Jutsu Type: Taijutsu Jutsu Element: Jutsu Rank: A Jutsu Clan: Jutsu Description: The fifth activation (第五活性, daigo kassei) further increases the user's speed and strength, the aura now fierce as a bonfire from how much air has been infused into the body. With practice it is possible to control this blazing radiance of power from ones cells to a degree, by it by focusing to specific points for release in bursts to make even simpler strikes explosively powerful, or wrapping it around the body to protect it from attacks. Both measures do however require a draining, focused expenditure of power, thus naturally shortening the duration of the state. Jutsu Name: Seven Heavens Breathing Method - Sixth Breath Jutsu Type: Taijutsu Jutsu Element: Jutsu Rank: A Jutsu Clan: Jutsu Description: The sixth activation (第六活性, dairoku kassei) may initially appear weaker than prior ones, but is far from it; the uncontrolled bonfire-like aura now compresses around the body visually akin to wind release armor, though as one might guess from the sporadic eruptions imperfections still remain. This new density of power gives rise to a lesser passive version of the prior focusing techniques, the ongoing breeze shrouding the body not only capable of somewhat hindering strikes and redirecting projectiles, but also slightly expediting the user's attacks for greater impact. The actual focusing techniques can still be used and at far greater potency too, the offensive one in particular as it may also opt for a cutting force instead of an explosive one due to the auras windy nature, though as one might guess from the imperfections they remain as taxing to perform as before. A final outwardly invisible effect is improving the brain's perception of time; the user views the world in slight slow-motion akin to a massive adrenaline overload, but due to lack of sharingan-like foresight it is still up to him/her to respond in time. If the user overwhelms the granted recovery rate of the method with over-usage, besides the usual muscle/bone damage one may also experience painful breath from exhausted lungs and fractured ribs, extreme lightheadedness, even patches of skin littered in bleeding cuts if not peeled away altogether. Jutsu Name: Seven Heavens Breathing Method - Sixth Breath Jutsu Type: Taijutsu Jutsu Element: Jutsu Rank: A Jutsu Clan: Jutsu Description: The sixth activation (第六活性, dairoku kassei) may initially appear weaker than prior ones, but is far from it; the uncontrolled bonfire-like aura now compresses around the body visually akin to wind release armor, though as one might guess from the sporadic eruptions imperfections still remain. This new density of power gives rise to a lesser passive version of the prior focusing techniques, the ongoing breeze shrouding the body not only capable of somewhat hindering strikes and redirecting projectiles, but also slightly expediting the user's attacks for greater impact. The actual focusing techniques can still be used and at far greater potency too, the offensive one in particular as it may also opt for a cutting force instead of an explosive one due to the auras windy nature, though as one might guess from the imperfections they remain as taxing to perform as before. A final outwardly invisible effect is improving the brain's perception of time; the user views the world in slight slow-motion akin to a massive adrenaline overload, but due to lack of sharingan-like foresight it is still up to him/her to respond in time. If the user overwhelms the granted recovery rate of the method with over-usage, besides the usual muscle/bone damage one may also experience painful breath from exhausted lungs and fractured ribs, extreme lightheadedness, even patches of skin littered in bleeding cuts if not peeled away altogether. Jutsu Name: Seven Heavens Breathing Method - Seventh Breath Jutsu Type: Taijutsu Jutsu Element: Jutsu Rank: S Jutsu Clan: Jutsu Description: The seventh activation (第七活性, dainana kassei) is the final breath, set apart from the others even by its activation. While still enhanced by the sixth breath, the user strikes two specific pressure points near the lungs simultaneously, triggering a chain reaction that stimulates every tenketsu in the body. This enhances the chakra network's activity to the point it draws the aura's outwardly radiating power within the body completely, which when coupled with a last lungful of air elevates the body to super human levels; a state known as "Zentai Kaigan [full body awakening]". The aura now reforms with deadly calm and absence of outbursts, wreathed around the user as if they were a furious wind elemental due to their blazing eyes and steaming flesh still visible beneath the shroud. Besides contributing to their monstrous speed and power, it turns throwing weapons largely useless as most are simply blown spinning away, melee hits no easier to land due to the brains improved ability to view the world in slow-motion. Focusing techniques even more potent as well even if no easier to perform, with the option for even higher form of offense available; by releasing a large portion of the aura shroud during a punch or sufficiently straight kick, a blast akin to a highly concentrated horizontal hurricane is fired. A method of destruction never named, for anyone who faced the devastating air cannon comparable to 'Evening Elephant' of the inner gates is typically left hoping to never encounter it again. Unsurprisingly this incurs a significantly higher cost, not only weakening the aura considerably for a time but also draining so much power 3-5 uses will use up anyone's supply, forcing the user back to base state if every bone in their arm breaking from such rapid multi-usage did not give them pause first. Lastly, significantly skilled users may utilize the shroud to slow their fall or temporarily halt it entirely; coupled with high leaps and bursts of air for directional change, a measure of flight is attained [not as free-form nor sustainable as the Light-weight rock technique however]. Despite everything, the final breath always comes with inevitable consequences, with even shorter usages causing severe dizziness if not loss of consciousness, large areas of skin littered in cuts and gashes if not peeled away or burnt from friction. Majority of the rib cage is also bound to fracture if not shatter, along with any number of bones overwhelmed by ones own strength. Needless to say the final breath should never be attempted twice without a period of significant recovery in between, or it will kill you once it's duration has expired. |
Last edited by YaBoyShingo on Fri Nov 24, 2023 7:40 pm; edited 9 times in total
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