Name: Chouhigezutsuki [超ヒゲ頭突き, "Super Stubble Headbutt"]
Class: Hand to Hand Technique
Type: Offensive.
Range: Self.
Tier: II
Description: An incredibly basic attack in which the user simply slams their head onto the person infront of them, causing a 5 meter knockback and doing very little damage outside of a bruise on the point of impact.
Name:: Kazaguruma [風車, "Windmill"]
Class: Hand to Hand Technique
Type:: Offensive.
Range:: Self.
Tier:: III
Description:: Kazaguruma is comprised of two movements, one is which the user jumps into the air at 3x natural speed, leaving a trail of the condensed physical energy behind them, before crashing down with a hard kick at a target knocking them away, up to 50 meters to be specific. Kazaguruma can be used in any manner, either in a frontal kick, sideways, backwards, any numerous amounts of ways to utilize it, and can be used to set up an advantage.
Name: Oni Dekopin [鬼デコピン, "Oni Headpoke"]
Class: Hand to Hand Technique
Type: Offensive.
Range: Self.
Tier: III
Description: Oni Dekopin is a condensed blast of physical energy in the form of a finger flick to the head, which is usually seemed as a harmless gesture. Upon impact, it deals very little damage, almost equivalent to a bala, but sends the target flying at Cero speeds, going at the most 100 meters.
Name:: Panchira Torunēdo [パンチラトルネード, "Panty-Flash Tornado"]
Class: Hand to Hand Technique
Type:: Offensive.
Range:: Self.
Tier:: III
Description:: By flipping up onto their hand(s), the user spreads their legs wide enough so that as they spin on their hand(s), the opponent is met with repeated kicks, all focused upon the same location. Due to the balance of this technique, the user can easily jump out of it without losing their own balance in the process, and proceed to attack normally.
Name: Taekwondo
Class: Fighting Style
Type: Supplementary
Range: Self.
Tier: N/A
Description: Taekwondo is the art of self-defense, and is one of the most common martial arts in the world. Taekwondo's main aspect is the emphasis on it's high kicks, which it is renowned for, a master of Taekwondo capable of hitting incredibly high axe kicks and breaking concrete on the bottom of their heel. Taekwondo, outside of it's high-kicks, acts as much more of a sport or fitness martial art, it's emphasis on the ability to stretch, flexibility, and physical form acts as much more of a sport rather then a full-fledged brutal style. Not to say it's weak, it's moreso that it's used mostly for athletic purposes.
The common practice for Taekwondo is to train in groups of ten to twenty, and is not that hard to find a dojo for. Often times, rather then physical punching, users of Taekwondo will focus on keeping a leg skywards, or kicking skywards, for prolonged periods of time. Sparring is common, but is much more focused around kicks against pads. Punching, in Taekwondo, isn't common, but is still touched upon, but not to much of an extent, and isn't often used in tournaments.
Name: Deonjigi [Throw]
Class: Hand to Hand Technique
Type: Offensive.
Range: Self.
Tier: III
Description: Deonjigi is the use of throwing an opponent in Taekwondo. While this is an easier said then done trait, the use of it in a core aspect is a powerful movement in which the user of Taekwondo has the option of grasping ahold of a falling enemy and utilizing this ability to force them even further into the ground, causing damage on top of however hard they fell.
Name: Hosinsool [Self Defense]
Class: Hand to Hand Technique
Type: Defensive.
Range: Self.
Tier: III
Description: Hosinsool is the base of all self defense abilities for a taekwondo user. Most of these include blocks, disarms, and trips, but the core value is how to block onself from an oncoming ability. By taking up stance, a user of Taekwondo can block spiritual and physical abilities up to Tier III with their bare hands, which they proceed to break it apart with the flat of their palm in a thrust.
Name: Hyeong [Form]
Class: Hand to Hand Technique
Type: Offensive.
Range: Self.
Tier: III
Description: Hyeong is the form that a Taekwondo user takes up when he is utilizing his martial arts. The use of it as an ability is simple, and that is to charge any physical attack that would come out from the body (a kick, punch, jab, you name it) with power, causing extra damage.
Name: Ju-jitsu.
Class: Hand to Hand Style
Type: Supplementary
Range: Self.
Tier: N/A
Description: Ju-jitsu is a purely defensive martial art form that revolves around the control of the target in question in a manner of ways. From locking to throwing, Ju-jitsu covers the entirety of locking down an opponent with ones body. Of course, Ju-jitsu isn't completely forced to learn only locks, they are taught simple frontal abilities (a jab, kick, a few other basic martial-art techniques) but they are not often utilized, instead often used outside of tournaments.
Ju-jitsu, like Taekwondo, is an incredibly sport-filled martial art. Finding a dojo for Ju-jitsu is incredibly easy, ontop of the factor that it's common for tournaments of any kind, but it isn't as popular as Taekwondo. Even so, it's still popular in it's own right, and is shown on live broadcasts often.
Training Ju-jitsu more often then not requires a partner or something that is in humanoid form, as the grapples and locks are easily ignored if someone has not learned how to correctly hold someone. The style -- or stance -- for Ju-jitsu is incredibly heavy, working in a similar way to Sumo but on a sense that you have to deflect them, rather then push power back at them.
Name: Kixyoudourokku [Joint Lock]
Class: Hand to Hand Technique
Type: Defensive / Offensive.
Range: Self.
Tier: II
Description: More often then not, a user of Ju-jitsu will focus on Joint Locks as a focal point of fighting, as while an really intimidating Karate user may be able to cave your head in, they can't do it without an arm. By focusing on the main use of this, a Ju-jitsu user has the ability to focus even more on locking down a joint with this ability, causing an actual "lock" to happen to the joint in question, disallowing movement for either one turn or until the enemy breaks the power binding. The user must be in a basic formation of a Joint Lock (as in holding out one of their arms, legs, etc) to properly do this, or this will not work.
Name: Suramu [Slam]
Class: Hand to Hand Technique
Type: Defensive / Offensive.
Range: Self.
Tier: II
Description: If a Ju-jitsu user comes into a moment in which they have a grasp on a single limb of an opponent (does not matter which, although legs do cause complications) they can instantaneously flip them with the use of power, focusing in on the basic ideal of harnessing the ability to disarm or detain enemies, and slam them into the ground below. The flip is nearly instantaneous, only someone of a higher mastery level being able to intercept it.
Name: Sutangan [Stun]
Class: Hand to Hand Technique
Type: Defensive / Offensive.
Range: Self.
Tier: III
Description: At the very core of Ju-jitsu, the use of locks and throws are overcome by a mixture of two, which is that of a stunning move. Sutangan, an actual technique, acts as a quick reaction to an opponents punch or kick, to which they grasp ahold of the limb in question (blocking the damage) and force power directly into the main part, throwing the user, and therein dislocating the limb from it's socket by the pure power. This requires a moment of focus to pull off, meaning one could not pull this off immediately after being ambushed or not seeing the oncoming attack. The damage includes everything from the muscles that were pulled in the process to the possibly fractured bone from the ruthless dislocation.
Name: Karate
Class: Hand to Hand Style
Type: Supplementary
Range: Self.
Tier: N/A
Description: Karate is one of the most renown self-defense Martial Arts style that there is. While most might think it's been blown up by Hollywood, it's not entirely true or false, but the accuracy and deadliness of this style is not something that can be ignored. Often times Karate is referred to "The Style of the Open Fist", for it accompanies no weapons at all, and often times uses spear-handed hits to dislocate and disarm opponents.
Karate is both taught as a sport and self defense, but is more so as a Self Defense because of it's nature. Sparring in Karate isn't easy, and in rounded tournaments can cause damage to a match from all the strikes that a Karate user pulls out before it ends.
To train Karate, it is more spiritual then one would aware, working around self-control and calmness in fights to utilize it's plethora of abilities. The main way to train Karate is to focus directly on frontal punches and linking together other attacks in rapid motion, and repeating this process at a random conjunction of moves constantly, and until the user is worn out enough to not be able to continue on with the mix of moves.
Name: Kihon [Fundamentals]
Class: Hand to Hand Technique
Type: Offensive.
Range: Self.
Tier: II
Description: The fundamentals to Karate revolve all around the user's ability to utilize their form and then their current grip on the art itself. The fundamentals of Karate grant the ability of utilizing them at any time, which if the user wished, would invoke power from their core and power whatever hit they are throwing out with extra power. This can be easily spammed, requiring no downtime, and has no sign of it existing outside of a sliver of their reiatsu appearing along whatever appendage they just used to land a hit.
Name: Kumite [Meeting of Hands]
Class: Hand to Hand Technique
Type: Offensive / Defensive.
Range: Self.
Tier: II
Description: Kumite acts around the ideal of disarming an opponent, usually focusing on an opponent who has gotten too angry / arrogant in their attack and has momentarily given up defending themselves. By utilizing their hands, a Karate user can instantaneously shift a punch that was sent at them and snap the wrist all the way back with a flick of their finger, which is enhanced with power. This will often break the wrist entirely, causing immense pain and a lack of movement in it.
Name: Kata [Shape]
Class: Hand to Hand Technique
Type: Offensive.
Range: Self.
Tier: III
Description: The "shape" or "form" of ones stance in Karate is dependent on how high they are up, your form - and all variants - showing how powerful you are, for each form in on itself gets harder to master, but more deadly in the long wrong. There is one universal thing about all the forms though, they put emphasis on the thrusting hand, to which each form allows to release the arm at incredible speeds, this simply emphasizes on it. By focusing power into the muscle and hand and augmenting the swing, the user of this ability can speed up their hand to the speed of a cero from no speed at all. Most people wouldn't walk away from this.
Name: Judo
Class: Hand to Hand Style
Type: Supplementary
Range: Self
Tier: N/A
Description: Judo it Ju-jitsu's father in the martial arts tree, acting as a more offensive-based locking and breaking martial arts. While Ju-jitsu and Sambo both have forms that one follows to utilize the martial arts, Judo is a completely freeform style and actually lacks a style of any sort, no matter what part of Judo you look to. Judo's main focal point as a martial art is it's violent power behind it, which Ju-jitsu tends to shy away from, in no way is Judo overly offensive, but rather, it lacks defensive catagories outside of disarming and locking people.
Training Judo is much like Ju-jitsu, meaning it requires a partner or a humanoid body to properly train. Commonly, Judo will utilize anything from throws and punches in sparring, often times sparring in Judo is considered a fight all it's own, proving the emphasis on the power of this style.
Finding a place to train Judo isn't hard, but it isn't a universal or sport martial arts. If you go to learn Judo, you're out there to learn self-defense, not to learn how to do it within a sport.
Name: Nage-Waza [Throwing Techniques]
Class: Hand to Hand Technique
Type: Offensive.
Range: Self.
Tier: II
Description: Nage-Waza are the throwing techniques of Judo, and are many different. From completely tossing people, to throwing them off you, there would be too many throwing techniques to list without needing more space to put other things. This ability works off the fundamentals of all throwing Techniques, in which the practitioner of Judo, if given the chance that they have both hands clasped onto an opponents arm, can invoke the use of their spiritual energy to instantaneously cause a throw of intense power.
Name: Katame-Waza [Grappling Techniques]
Class: Hand to Hand Technique
Type: Offensive.
Range: Self.
Tier: II
Description: Katame Waza are the grappling techniques of Judo, but they all fall down to the basic fundamental of grappling something or someone, and that is to grab and lock them. The use of this as a technique is simple, upon utilizing any grapple, the user can increase the power on the grapple itself and then proceed to twist the arm brutally, causing immense pain and then an eventual fracture in such a way that the arm is forced to stay pointed to where-ever the user had it pointed in the first place.
Name: Atemi-Waza [Striking Techniques]
Class: Hand to Hand Technique
Type: Offensive.
Range: Self.
Tier: III
Description: Atemi-Waza are the striking techniques of Judo, but rather then Karate in which they have many variants, the most unique a Striking technique gets is how much emphasis you put into it. This is focused on by any Judo user who is in the situation in which they can land a punch, making them able to enhance it with their own power to increase their strength and deal an immense amount of damage in a single punch or graze, causing things from broken jaws to broken noses.
Name: Muay Thai
Class: Hand to Hand Style
Type: Supplementary
Range: Self.
Tier: N/A
Description: Muay Thai, or Thai Kickboxing, is an incredibly brutal style of martial arts that utilizes not only the hands and legs, but the elbows and knees. Because of it's brutal style, Muay Thai is a very enclosed and standalone fighting style, as most other sport fighting martial arts don't allow the use of knees and elbows, as they could be lethal, but Muay Thai tends to focus on them. Because of it's brutal nature, the secondary nature of Muay Thai is on dodging and avoiding, rather then blocking, because when within a one on one Muay Thai fight if you get hit you're usually the first one down.
Muay Thai's main source of damage is through it's brute force. While Karate can focus on singular strikes, Muay Thai walks straight through warmups and simply focuses on putting the most pressure in a snapping motion. It's stance is highly dependent on such snapping motion, and all punches, elbows, and knee attacks rely on the quick sharp movement, similar to shattering a bottle against a table. Most attacks with Muay Thai will crush bones if it hits in the correct place, and if somebody was to take a full-forced elbow to the face it would be fair to say that they would lack the nose to smell their own blood that would run down from the hit.
Lastly, the kicks with Muay Thai are probably the most renown. By using the snapping motion coupled with incredibly refined muscles in the lower hips, the users of Muay Thai have been noted to be capable of snapping anything from concrete to bones off their feet without a repercussion on their part. This is because they take the entire shock of the kick with their entire leg, rather then the flat of their foot, even if it is the piercing point. This movement of the hips and the body isn't just around kicks, either, this use of the entire body applies to all hits, which give all of the hits that sort of power that makes most power weak in comparison.
Name: Ti Khao [Knee]
Class: Hand to Hand Technique
Type: Offensive.
Range: Self.
Tier: II
Description: A proficient user of Muay Thai has been known to easily link together attacks with his arms, legs, and knees, and with each hit being incredibly painful or deadly, it is questionable if overkill could really label how much damage one can inflict. Someone with spiritual energy, after becoming proficient enough with Muay Thai, can tap into their spiritual pressure without a Tier and coat their knee in power, causing each hit with their knee to deal greater inflicted damage, equal to a small bala upon impact.
Name: Chok [Punching]
Class: Hand to Hand Technique
Type: Offensive.
Range: Self.
Tier: II
Description: Muay Thai is not called Thai Kickboxing without reason. Muay Thai is not only awarded gold for it's brutal style, but much rather it's quick pace and intense jabs and punches that come with fighting with this style. Chok is a simple use, in which the Muay Thai user enhances his own physical abilities and rather then increase the strength, increase the speed of all of his punches to a blurring speed that is hard to track even in slow motion. Each of these punches are charged, dealing extra damage, but moving at the jarring speed of a bala. The only thing is, is that the punch hurts not only the person the Muay Thai user is hitting, but the user himself unless they're wearing protective handgear.
Name: Ti Sok [Elbow]
Class: Hand to Hand Technique
Type: Offensive.
Range: Self.
Tier: II
Description: With the final use of Elbows into the equation, a Muay Thai user becomes an eight-handed monster with enough training. From an early state in training, Muay Thai users are taught to catch their opponents off guard with sudden attacks with their elbows, which can break bones, shatter teeth, and black eyes. A spiritual Muay Thai user can tap further into this ideal by increasing the amount of power that they pump out and coat their elbow with it, making it capable of actually cutting into someone.
Name: Te [Kicking]
Class: Hand to Hand Technique
Type: Offensive.
Range: Self.
Tier: II
Description: Muay Thai is renown for it's powerful kicks, almost even more so then Taekwondo. By utilizing the entire body in every kick, Muay Thai users can literally shatter bones with a single low sweep of their leg (Te Kot) or break a joint with a high-jump kick (Te Tat). With a little bit of spiritual pressure added into the already deadly power of a Muay Thai user's kick, one can increase it's speed to that of a blinding cero and increase it's damage.
Name: Wing Chun
Class: Hand to Hand Style
Type: Supplementary
Range: Self.
Tier: N/A
Description: Wing Chun is a heavily spiritual martial arts. It's said to be learned mainly by monks, but it appears often outside of buddhist temples. Wing Chun is yet another non-sport Martial Arts, and rather then even a self-defense only art, is often taught to rather learn equality and power amongst the soul. It's used as a way of relaxation, and a way of spiritual alignment.
Wing Chun is incredibly unique as a martial arts, as most do not have fluid aerodynamics, meaning if your punch fails to connect, your posture, stance, and movement is effected. With Wing Chun, none of that is effected, such a way of fighting is called Uncommitted Techniques, and from such a way of fighting a user of Wing Chun can easily link together attacks with fluid, damaging motions, and even if one or two do not connect the combo is not stopped.
Wing Chun is hard to learn outside of being a monk. While certainly you could go and learn from a teacher who was once a monk and knows the style, it's incredibly unlikely. Because of this, Wing Chun is incredibly rare to the outside world, and as thus lacks very little counterplay on how to fight against it.
Name: Ekitai [Liquid]
Class: Hand to Hand Technique
Type: Supplementary / Offensive.
Range: Self.
Tier: II
Description: Ekitai is a technique in which the user of Wing Chun utilizes their natural ability to string together and connect movements with forceful strikes with the side of their hands. Ekitai is a group of hits while moving around the opponent, the maximum being 11 hits while the least being 1. The use of Ekitai is not to deal tremendous amounts of damage but to rather hinder the opponent by hitting places like the calf, shoulder, and other press-points to induce numbing where it hits and eventually cause permanent loss of control if done constantly.
Name: Hebi [Snake]
Class: Hand to Hand Technique
Type: Offensive.
Range: Self.
Tier: III
Description: Hebi, or snake, is half of the side of a story of one of the founders of Wing Chun. It speaks of one of the first masters of Wing Chun watching a crane and a snake fight, and he watched how quick the snake snapped at the crane, and how fluid his movements was. This master, one of two, taught what could be considered to be the yang of Wing Chun, teaching his disciples how to dispatch of enemies quickly and coldly. Hebi was one of the main techniques, which was a play on a pressure point on any part of the body with such power that it caused permanent damage. Instead of relying on a pressure point, though, the user can enhance his attack with his own spiritual energy and slam his hand into a limb of the opponent as a jab, and as long as it locks into a joint it will cause the nerve-endings to die from the impact, rendering the arm useless (unless they can control it without the nerves).
Name: Kureen [Crane]
Class: Hand to Hand Technique
Type: Defensive.
Range: Self.
Tier: III
Description: Kureen, or crane, is the second half of a story of some of the founders of Wing Chun. This side of the story speaks of a second master watching the fight with intrest, but instead of focusing on the snake, he watched the crane. Whenever the snake would go in to bite or kill, the crane would dodge away with grace and knock him back, promptly returning it's own attack back onto it. From this, he taught his own discplies the way of "Kureen", and followed the way of yin, to show how ones mindless brute force could be used against them. By taking in the impact of any ability on any part of the body, the ability will be instantly rebounded, dealing no damage to either the user of Kureen or the user of the ability, simply deflecting it off any part of the user's body.
Name: American Kickboxing
Class: Hand to Hand Style
Type: Supplementary
Range: Self.
Tier: N/A
Description: American Kickboxing isn't a fancy ancient martial arts, instead, it's a grungy, frontal fighting style, but deadly effective. Kickboxing is incredibly popular, acting as both a self-defense martial art and a incredibly praised sport. American Kickboxing, while second to Muay Thai in power, is quick and agile, pronouncing enough power to knock out even the most of elder fighters. American Kickboxing focuses more on the fists and punching, the kicks and kneeling techniques only being used as a follow up to a group of punches.
American Kickboxing is common in most gyms, and is easily picked up by somebody with no knowledge. Training Kickboxing doesn't always require a second person, but it is best for blocks, and dodging to have two people rather then just you and a punching bag.
Name: Ankle Snap
Class: Hand to Hand Technique
Type: Offensive.
Range: Self.
Tier: III.
Description: Ankle snap is a banned move, or rather, a banned type of move. By putting pressure directly into the mainfooted calf, the user of this ability can literally snap a man's ankle in half with a powerful kick. It's no pushover, and this ability focuses directly on making that fracture happen. It deals no external damage (i.e: bruising) upon impact, but the power that the user has compacted into the kick would bleed directly into the point of impact and shatter the bone, breaking it apart inside of the leg, possibly into fragments if the person in question is weak enough, and causing further hemorrhaging.
Name: Hook-Punch
Class: Hand to Hand Technique
Type: Offensive.
Range: Self.
Tier: III
Description: Utilizing a hook punch is to come in right from the right of an opponent and curving your attack in such a manner that your arm moves around a basic block and comes in to hit them directly in the head, smashing against the open head rather then being blocked by conventional means. By forcing energy from Reiatsu or just your body directly into such a swing, it can go from painful to deadly, it could cave in the side of a skull if not protected against.
Name: Straight Jab
Class: Hand to Hand Technique
Type: Offensive.
Range: Self.
Tier: III
Description: Straight Jab is a normal, incredibly common attack used in kickboxing. It is, in it's simple iteration, a straight jab of various power, aimed to break a defensive block or to attack an open area. Usually, a straight jab deals no damage, but on the chance that the straight jab is powered up with spiritual energy, can be incredibly deadly. The use of Straight Jab is that of a punch that upon impact explodes outwards in a 10 meter cone out from the point of impact, the cone being made up of wind from the tremendous hit. Everything in the cone is dealt the same amount of damage, and the person on the receiving end is knocked to the very back of the 10 meter cone.
Name: Bok Fu
Class: Hand to Hand Style
Type: Supplementary
Range: Self.
Tier: N/A
Description: Bok Fu, surprisingly, is an american-descended fighting style. While the creator of Bok Fu pulled the ideas away from Asian culture, it was hardened in America. Bok Fu is an incredibly spiritual fighting style, taking up animal aspects -- or stances -- to deal different types of damage or protect against it, for that matter.
Training Bok Fu requires a Dojo that would teach it, which would be rare in anywhere but America. Along with training it, it's a solo art, not requiring a partner at all, as half of the training is becoming 'spiritually inclined' with the animal of each stance. Furthermore, each stance takes up a different fighting style, making it incredibly hard to perfectly counter a Bok Fu fighter.
Lastly, Bok Fu is a one-stance fighting style, meaning the stances below can only be active one at a time, and cannot be juggled inbetween turns.
Name: Stance of the Crane
Class: Hand to Hand Technique
Type: Supplementary
Range: Self.
Tier: II.
Description: Stance of the Crane is a fluid, aerodynamic stance that allows for dodging to an extent of hilarity. All those who are at your rank or below in hand to hand combat can be dodged, but if they are increased with speed though an ability or release they outspeed you. If anyone is above you, though, Stance of the Crane quickly becomes useless, as unless you can do it without the help of the Stance you will take the hits from somebody at a higher rank with hand-to-hand (or base rank).
Name: Stance of the Snake
Class: Hand to Hand Technique
Type: Offensive / Defensive
Range: Self.
Tier: II
Description: Stance of the Snake is surprisingly a mixture of quick strikes and a receding defense. When in this stance, as long as you make pin-point strikes and focus on singular strikes alone, your hands move at cero speeds and deal extra damage. On the defense, any attacks that come at you can be blocked without losing your balance with the stance, anything above disrupting your balance and requiring you to reenter the stance.
Name: Stance of the Tiger
Class Hand to Hand Technique
Type: Offensive
Range: Self.
Tier: III
Description: Stance of the Tiger is an incredibly aggressive stance. Having absolutely no way to defend against attacks, it relies on quicker movements and tearing movements that would maim or kill rather then blocking or dodging. The stance is similar to that of a Muay Thai's attack stance, but instead of being tightened up like a boxer, the user has completely relaxed muscles, an intimidating sight even to those who aren't aware of this fighting style. The user's own spiritual powers bleed into the stance of the tiger, taking the form of energy around the hands, which bleed out into claws, each finger covered with a single serrated spike. Each hit that the user lands on the opponent deals extra damage and hemorrhages the wound, causing intense pain.
Name: Stance of the Panther
Class: Hand to Hand Technique
Type: Offensive / Supplementary
Range: Self.
Tier: III
Description: Stance of the Panther is the mixture of incredible offense and quick movement. When utilizing the stance of the panther, all of your movements are silent other then obvious abilities that would give you away. Your hands are also augmented with increased punching power each, making this stance one of the most deadly stances.
Name: Ninjutsu
Class: Hand to Hand Style
Type: Supplementary
Range: Self.
Tier: N/A
Description: Ninjutsu, in a literal translation, is the art (or ability) of ninja. Ninjutsu is an incredibly uncommon martial arts, learning it would be hard unless you knew somebody who had the art passed down from a previous dynasty. But you never know.
Ninjutsu in it's main form is to assassinate people, simple as that. It's attacks are focused around hit-and-run, remaining silent, and killing in one shot. No exceptions have been since made, and those who could not do this as a Ninja often times got executed for being terrible at what they did.
While the details are foggy, the most prominent of Ninjutsu styles or stances is a simple, non-formed style which focuses on keeping the weight on the left leg to allow for pivoting attacks. Outside of that, Ninjutsu is only detailed on how much they included within scrolls from ancient times.
Name: Chinmoku [Silence]
Class: Hand to Hand Technique
Type: Supplementary.
Range: Self.
Tier: II
Description: Those who take up the mantle of a Ninja are taught to be completely silent, to make no noise, to leave nothing behind. Chinmoku is the spiritual equivalent, for while a ninja could be quiet, absolute silence is only achieved through ones spiritual energy masking all sounds from the user outside of abilities. Chinmoku, while being a passive, is instantly broken upon using an ability that causes sound (i.e: flame, shikai, etc) or visual antics, and requires two turns for the spiritual energy to reform and create the silence again.
Name: Shakou Kikku [Blackout Kick]
Class Hand to Hand Technique
Type: Offensive.
Range: Self.
Tier: II
Description: A technique that combines the practices of not only stealth but silent retreat. If discovered, the user is able to deliver a kick that produces a flash of light upon contact, allowing the user to retreat without being spotted. This would leave the opponent in a daze, blurred vision for a post and left to wonder about what just happened. A ninja can appear and disappear in a flash.
Name: Jikkou [Execute]
Class: Hand to Hand Technique
Type: Offensive.
Range: Self.
Tier: III
Description: A technique that moves with such precision, while looking harmless. It is a chop aimed directly at the back of the opponent's neck with a soft touch, the user sends a pulse of energy from the point of contact to stun the opponent's movements for a brief moment as the energy disrupts their entire body. A 30% stun to the entire body is inflicted, unless the user has 2 advantages over the opponent, then can virtually knock them out for a post.
Name: Han Mu Do
Class: Hand to Hand Style
Type: Supplementary
Range: Self.
Tier: N/A
Description: Han Mu Do is as close as you'll get to a religion in a Martial Art without actually being a religion. Han Mu Do focuses on teaching the ways of Ki, a counterpart to chi and spiritual energy. Han Mu Do's hand attacks are considered "soft", working with open-palms rather then clenched or closed hands. All of Han Mu Do's movements are "smooth", or soft, rather then brutally pulling someone to the ground they'd prefer to flip them over onto their back by swiftly tripping them and throwing them down.
Training Han Mu Do is mostly meditation in positions that would otherwise be considered awkward or unorthodox. From positioning oneself on a single foot and standing that way for up to eight hours, various poses and calm mind techniques allow for the user of Han Mu Do to create a sense of calmness but with the refined muscles to pull of the plethora of techniques.
Name: Kazaguruma [Windmill]
Class: Hand to Hand Technique
Type: Offensive.
Range: Self.
Tier: II
Description: Kazaguruma is the full utilization of a Han Mu Do's training and body, in which the user of Kazaguruma would flip onto their hands and spin quickly in a semi-circle, converting their "ki" to their feet and hardening them with spiritual power, causing each hit with the foot dealing a level 5 in damage. Up to six kicks can be received in this movement, and the user of Kazaguruma requires no downtime afterwards, being able to flip back onto their feet immediately thereafter and continue the fight.
Name: Setsuzoku [Connection]
Class: Hand to Hand Technique
Type: Offensive / Supplementary.
Range: Self (30 meters).
Tier: II
Description: Setsuzoku acts on the fundamental ways of disrupting the flow of ki in a user. A user of Han Mu Do can easily disrupt and stretch a flow of "ki", causing the person who is inflicted by this to leak ki, which can be controlled and formed by the user of Setsuzoku. Setsuzoku, while requiring touch, allows the Han Mu Do user to take the ki which is now out of the person and either hold onto it or connect it to various objects, acting as a binding. If the person holding the ki or the area in which the ki is connected to is farther then 30 meters, it will instantly tear, but breaking the connection between the person and the ki that has been stretched.
Name: Mouhitsu Funifuni [Brush Stroke]
Class: Hand to Hand Technique
Type: Offensive.
Range: Self.
Tier: III
Description: Mouhitsu Funifuni is the condensation of ones ki, to which they draw either hand around in a circle infront of them, leaving behind both a faint black, and a faint white trail behind either hand until one meets behind the other, to which the user of this releases the ki in the air and in their hands to blast someone away with incredibly prowess in a shoving motion. The 'drawing' process requires concentration on spreading ki correctly out among the hands (or spiritual pressure), and the eventual shove of either hand is dependent on how calmly and correctly they did it. A rushed Mouhitsu Funifuni will backfire, causing the damage to be sent back at the user of this ability in question.
Name: Iki [Breath]
Class: Hand to Hand Technique
Type: Offensive.
Range: Self.
Tier: III
Description: By passing away all thoughts of endangerment, pain, suffering, or even the chance of failure in a single breath, a user of Han Mu Do can instantaneously condense all of those worried thoughts away into ki (blackened ki, that is) and force it outwards in the form of anything from a kick to a punch. This ability washes away all thoughts of failure or eventual loss, removing thoughts from the mind for two turns. The only catch is, is that Iki requires these thoughts to even be capable of being used, and when released upon an enemy spells the same doubts that the user of Iki once had until he finds a way to dismiss it.
Name: Bando
Class: Hand to Hand Style
Type: Supplementary
Range: Self.
Tier: N/A
Description: Bando is the close cousin to Bok Fu, in which they both share the similarity of working around buddhist or monk spirits. Instead of working with stances, although, Bando's abilities are all themed or utilized around a certain animal that is found within it's homeland. These animals can change from person to person, but the base that is taught is common knowledge.
Bando is rare to be taught, but training it is another thing altogether. To fully 'understand' how the techniques work, it is told that one must watch the animals in question. While this is left to ones own devices, it is common ritual to do so. Bando's main source of training is through sparring people who do not train with Bando, but rather other martial arts to perfect their own "version" of Bando and to be unique as a spirit, which is one of it's main ideals.
Name: Panther's Sweep
Class: Hand To Hand Technique
Type: Supplementary / Offensive.
Range: Self.
Tier: II
Description: Panther's Sweep is an iteration of a very complex style for Bando, all packed away in one ideal or technique. By condensing energy into ones legs, the user of Panther's Sweep can increase their speed incredibly for a half second, just long enough to go downwards and swing out their leg -- with the same speed, mind you -- and slam the side of the foot directly into the base of the leg, tripping them onto their back. Panther's Sweep deals little-to-no damage (outside of a bruise from the kick) but it's speed is the reason for it actually having a Tier.
Name: Scorpion's Kick
Class: Hand To Hand Technique
Type: Offensive.
Range: Self.
Tier: II
Description: Scorpion's Kick is an iteration of one of the base techniques for Bando, and is considered not one of the first four, but a close cousin. By condensing energy into the upper body, the user of this ability would bring their leg upwards in a axe kick-esque fashion before swinging slightly to the right on the way down, increasing the speed and power before bringing it hard down, much like a scorpion would sting someone. The power behind this is the decent.
Name: Eagle's Talon
Class: Hand To Hand Technique
Type: Offensive.
Range: Self.
Tier: III
Description: Eagle's Talon is an iteration of a base ability for a Bando user, and is considered one of the first 'four'. This ability is capable of being used if the user of this ability is capable of blocking or catching a kick, to which they would grasp onto the ankle of the leg and force them to stay upright as they slam their fist up to three time in their face in rapid succession. Each punch deals potentially fatal damage to the person in question if aimed correctly. This sequence of punches cannot be used without a proper stance and grapple, meaning one must have caught a kick or force the leg skywards to pull this off.
Name: Monkey's Palm
Class: Hand To Hand Technique
Type: Offensive.
Range: Self.
Tier: III
Description: Monkey's Palm is an iteration of a base style for Bando, the general idea in one ability. Monkey's have been known to be able to break open coconuts with their bare hands, and this works off of that, acting in such a way the user proceeds to increase the speed of their arm to that of a cero for an instant, their arm packed with energy and speed to crush the skull or arm of an enemy. This ability requires no wind-up, instead, it can be utilized a moment inbetween swings.
Name: Varmakalai
Class: Hand To Hand Style
Type: Supplementary
Range: Self.
Tier: N/A
Description: Varmakalai is a noble-taught martial art for the self-defense of those in the top hierarchy of India. Varmakalai is a brutal type of fighting, utilizing the pressure-points of an enemy to dislodge or kill them within a few strikes, requiring the pin-point precision of a professional dart thrower.
Varmakalai, while incredibly lethal, has one huge trade-off, and that is the fitness of the user. If a user is too strong, pressing down on acute pressure points will sometimes do nothing because of the spread out pressing, the training that they give to new users of Varmakalai requires a lithe, quick body and the power to put pressure down on a dot, rather then in a large area.
Varmakalai, in scripts, acknowledges 108 base 'points' which can induce pain, 12 death points that can incur death if pressed hard enough, and 98 touch points that, while dealing no damage, induce much more pain then the base points.
Name: Touch of Pain
Class: Hand To Hand Technique
Type: Offensive.
Range: Self.
Tier: II
Description: Touch of Pain, or a 'touch' marma, is an instantaneous attack that is forced into either a joint or the area around them, which causes intense pain but brings no damage. This pain is excruciating, as the touch literally just smashed a pressure-point (or a nerve ending) and forced it to react to the pain that it just handled. The person who takes a touch of pain is forced to deal with the pain for the total of three turns.
Name: Touch of Damage
Class: Hand To Hand Technique
Type: Offensive.
Range: Self.
Tier: III
Description: Touch of Damage, or a base 'marma', is a powerful strike to any point on the body that is open. These jabs, while not being points that induce damage and pain, are the base attacks for someone utilizing Varmakalai, and rather then bruising or dealing blunt force damage, instead split the flesh of the target like a knife, the fingers capable of rending directly into bone if done twice in a row.
Name: Touch of Death
Type: Offensive.
Range: Self.
Tier: III.
Description: While seemingly powerful, this technique is rather a deceptive technique. Concentrating their energy to the points of their fingers, the user can completely numb out an area with a simple touch, leaving the opponent to believe that the user actually killed off every cell in that point. The numbness of an arm, for example, will leave it paralyzed for two posts before the opponent can regain control of it.
Name: T'ai Chi
Class: Hand To Hand Style
Type: Supplementary
Range: Self.
Tier: N/A
Description: T'ai Chi is the art of the four elements and 'Yin Yang' combined together to create a spiritual, religious martial art. Focusing around balance in it's entirety, a user of T'ai Chi is taught to follow what he thinks is right and to disallow any imbalance what-so-ever, and that includes to overexertion of yang or good, as too much yin can bring even more yin, or evil, to try to balance the problem. Instead, they are taught that a good equal in everything (including how much) is the way of life.
T'ai Chi's fighting style is almost as brutal as Muay Thai. Acting around acute kicks and punches, the use of T'ai Chi is that of a self-defense martial arts, and holds no bounds in sports outside of bleeding over into movies. A mindset of a master T'ai Chi user is not to intiate fights, but if if one was to require him or her, they would not try to smooth it over with monk ideals. Instead, T'ai Chi's main focal point is equality in everything, and that includes fighting, attitudes, everything.
Lastly, T'ai Chi's spiritual side allows for incredible feats from somebody with spiritual power, as the use of it was to allow all the elements to flow from the user. A user with spiritual energy could literally cause this, but would require training to further achieve this.
Name: Minor Yang
Class: Hand To Hand Technique
Type: Self-Enhancement.
Range: Self.
Tier: II
Description: Minor Yang is the white circle within the major yin, and is a good that is born within evil, for all actions have consequences no matter what type of consequence. Minor Yang, as an ability, grants the left hand a dull white glow and allows all strikes that come from that arm to be at cero speed in striking speed, but dealing no additional damage what-so-ever, relying only on the damage of the strike itself. When Minor Yang is in use, Minor Yin cannot be used, and vice-versa.
Name: Minor Yin
Class: Hand To Hand Technique
Type: Offensive.
Range: Self.
Tier: III
Description: Minor Yin is the black circle within the major yang, and is an evil that is born within a good action, emphasizing on the fact that every action has a consequence, good or bad. Minor Yin as an ability that coats the right hand with black energy, to which it enhances all touches, causing damage no matter what it touches. Minor Yin cannot be active whilst Minor Yang is, and vice-versa.
Name: Major Yang
Class: Hand To Hand Technique
Type: Self-Enhancement.
Range: Self.
Tier: III
Description: Major Yang, or the large white portion of the Yinyang circle, is considered to be the great "good" of the circle. Those who are taught T'ai Chi are told to not induce Major Yang (a grand good) or Major Yin (A grand evil) unless it is to balance the scales. This ability works off of that, working as a balance between the user of this and his target, to which if this ability is active it gives the user of this an innate increase of 2x their speed, strength, or reaction time to an equal with the enemy. This ability will only work if the enemy has something increasing their speed, strength, or reaction rate, and will only go up to 2x (but will be set at 1.5x if the enemy has only a 1.5x boost). When Major Yang is in use, Major Yin and Minor Yang cannot be used.
Name: Major Yin
Class: Hand To Hand Technique
Type: Offensive.
Range: Self.
Tier: III
Description: Major Yin is the black majority in the yinyang circle, and is an overwhelming evil that is caused with catastrophe or something of similar grandeur. Major Yin as an ability coats the entire right arm with black energy, increasing the punching power of that arm, and also causes everything that it touches that isn't spiritual in nature to rot away and die. When Major Yin is in use, Major Yang and Minor Yin cannot be used.
Name: Capoeira
Class: Hand To Hand Technique
Type: Supplementary
Range: Self.
Tier: N/A
Description: Capoeira is a style that was created heavily around concealment that it is, infact, a style. Used by slaves to better protect themselves, it was hidden from their masters and instead shown as a 'dance' as those who were slaves or considered property couldn't not learn to defend themselves, lest they get their head removed.
The main style to Capoeira is the ginga, which is a literal term for "swinging back and forth", or to "dance in one place". The ginga is that of keeping one predominant foot in place as the other leg swings the opposite way, switching only when the motion comes back around, making a literal swinging motion but staying within one place. This motion was heavily used to stop the enemy from hitting or harming the user of Capoeira in the slightest, and to better set up for feints, blocks, and fakes, leaving the opponent open to attacks while the user of Capoeira was always in motion and thus lacks an opening.
The attacks with Capoeira are used with the legs, either acting as powerful blows to the main body or vital points, or as takedowns, in which the user would take down the target in question without falling down themselves and then use the higher ground to deliver kicks to areas in which they could cause fatal injuries. Defense, on the other hand, is focused mainly around moving with the punch or outright dodging, it's name being esquivas. Blocks would only be utilized when esquivas cannot be used under any circumstances, showing for the lack of such techniques.
Name: Santo Chute [Ghost Kick]
Class: Hand To Hand Technique
Type: Offensive.
Range: Self.
Tier: II
Description: A generic feint kick, in which the user of Capoeira would throw out their leg as if they would kick the user infront of them to their side, before immediately switching on a dime and using the motion in their leg to instantaneously switch onto their kicking foot and use their opposing foot to land an attack on the open side, resulting in a powerful kick from the sheer momentum of the movement, dealing extra damage upon impact.
Name: Flutuar [Float / Swim]
Class: Hand To Hand Technique
Type: Supplementary.
Range: Self.
Tier: II
Description: Flutuar is a technique which utilizes momentum in the fight to always avoid attacks infront of them. As long as the target who they are mirroring is not using physical attacks over Tier II, they can move with the momentum and slide away from the attack, dodging it and opening up the side of the opponent, moving with such a speed that it leaves a blur for a half second. Flutuar is more of a style of movement then anything, meaning the user stops using ginga to mirror the opponent in it's entirety, but if the user's concentration on mirroring the opponent is broken (through hitting them or moving away) Flutuar cannot be used again for two turns. While in Flutuar, all physical attacks made on the user are negated in it's entirety.
Name: Girar [Revolve]
Class: Hand To Hand Technique
Type: Offensive.
Range: Self.
Tier: II
Description: With Capoeira, the hands are not used much at all outside of negating movement by pressing with it, but Girar uses them to their fullest. By putting momentum into the body and flipping up onto their hands, they can instantaneously swing up into a handstand and strike downwards with the momentum of moving through in a diagonal movement, their heel acting as the catalyst for the technique to land. Girar is incredibly powerful, but not in it's practicality, rather, it's unique stance and way that it goes makes it so it's completely unpredictable with ginga, making it so it catches those who are off-guard with a strong strike to the head. The strike is potent enough to cut instead of bruise or break.
Name: Ressalto [Rebound]
Class: Hand To Hand Technique
Type: Offensive.
Range: Self.
Tier: II
Description: If in the situation that a Capoeira user is falling backwards from an attack, they are taught to instantaneously revert the falling motion and replace themselves with the person who did so. It is required, although, that Ressalto is used the moment they begin to fall, requiring incredible reaction timing, but if pulled off, will instantaneously switch their position with the person infront of them, or behind them, if they can turn around quick enough. While it deals no damage, the user of Ressalto will appear where the person infront or behind them once was and regain their stance, but the trick is, is that the person that they used Ressalto on is still falling whilst they are up, allowing for a half second of time for them to get in a strike.
Name: Sumo.
Class: Hand To Hand Style
Type: Supplementary
Range: Self.
Tier: N/A
Description: Sumo is the art of throwing, blocking, slamming, and grappling. Usually, it's not a conventional means of fighting, infact, it's ring-rules are the few things that allow it to be a true and honest sport, and for the most part, that's all that Sumo is, it's a sport. But Sumo is nothing to laugh at. Packing a punch that not even most professionals could block, a user of Sumo, outside of his own sport matches, can be a lethal matchup, his thrusts, palm-strikes, swipes, and slams, all scour damage that is well known to break bones at the bare minimum of damage.
Sumo's main practice for offense is to slam the opened palm onto someone in a thunderclap movement, the receiving end usually not the standing one. Ontop of that, they utilize leg pulls to dislodge their opponents balance (whilst there's is perfect) and from that point on stamp on them in a ruthless manner. From that and the various positions a Sumo wrestler can cinch a person, it is deadly all it's own even outside of the ring.
Name: Momikucha [Crush]
Class: Hand To Hand Technique
Type: Offensive.
Range: Self.
Tier: II
Description: Not to be mistaken with 'moe'; this attack is anything to be swooning over unless you're the person doing it. By putting pressure into the legs and slamming down at the absolute hardest that they can achieve, the user of Momikucha can crush anything and everything underneath their heel with intense power and causing a huge, 20 meter fracture in the ground below them if there is nothing to block it, simply showing the best way to crush something is by stepping on it.
Name: Bureeku [Break]
Class: Hand To Hand Technique
Type: Offensive.
Range: Self.
Tier: III
Description: As simple as it sounds, Bureeku or Break is a focused slam of the hand upon any point of the enemies body, utilized mostly to snap or sever limbs with a single thrust. Of course, this usually isn't the case, but if hit on a joint is more then likely going to break it.
Name: Omoi Kobushi.
Class: Hand To Hand Style
Type: Supplementary
Range: Self.
Tier: N/A
Description: Omoi Kobushi, or Heavy Hand, is a heavily fist-oriented martial art, the practice of anything else, including knees, legs, arms, or elbows, are strictly forbidden in it's use as a style. It's style is composed of two types of boxing; Muay Thai, for the stance, and American Boxing, for it's jumping, ending up with an incredibly different feeling martial art.
Omoi Kobushi focuses mainly on the pressure of one's fist, palm, or finger into a focal point, the hands are beaten through training, and the arms are constantly bound with a metal mechanism as to further increase the strength of one's punches. A common way to train the use of both is to use the metal mechanism, which would otherwise bind you at the ribs with your arms, and do pushups on your index finger, and usually hundreds at that, or until you collapse; your choice.
Name: Finger-stab.
Class: Hand To Hand Technique
Type: Offensive.
Range: Self.
Tier: III
Description: Heavily spammable, the user of Omoi Kobushi has nearly the innate ability to strike through the flesh and skin of the opponent and stick their finger directly into them. Disgusting, sure, damaging, sure, but it's never lethal unless they manage to hit the artery in the neck, for the fingers will never hit the heart or other organs. Still, if something like Hierro is in effect, Finger-stab is useless; for it's power is based around piercing through skin and Hierro effectively stops that.
Name: Shattering Fist.
Class: Hand To Hand Technique
Type: Offensive.
Range: Self.
Tier: III
Description: By putting pressure into the entire hand and clenching it, a skilled user of Omoi Kobushi can almost transform their hand into a metal weapon, their knuckles, fingers, joints, although, are all sticking out and prepared for use. It's incredibly disgusting to look at, for the friction in the hand looks like the bones are going to pop out from the actual skin, but it's use is impeccable.
Name: Ikkotsu [一骨, "Single Bone"]
Class: Hand to Hand Technique
Type: Offensive.
Range: Self.
Cost: IV
Description: Ikkotsu is the result of incredible spiritual and physical energy being pumped into a single thrust of the arm, which causes instantaneous damage before blasting the opponent away up to 100 meters in distance, the damage itself aimed to crush completely through something, rather then break it.
Name: Tsukiyubi [撞指, Thrust Fingers]
Class: Hand to Hand Technique
Type: Offensive.
Range: Self.
Cost: IV
Description: By putting pressure into a single point in between two fingers, the user of Tsukiyubi can instantaneously blast somebody back with just a touch, sending them upwards of 50 meters away upon impact.
Name:: Gatoringu Jidanda [ガトリング(地団駄), "Gatling Mad-Stomping"]
Class: Hand to Hand Technique
Type:: Offensive.
Range:: Self.
Cost:: IV
Description:: By condensing incredible amounts of power into the legs, the user of Gatoringu Jidanda, utilizes the power in the legs to rapidly kick a target in question up to 5 times in a row.
Name: Tesshō [鉄掌, "Iron Palm"]
Class: Hand to Hand Technique
Type: Offensive.
Range: Self.
Cost: V
Description: Tesshō is completely reliant on the user's physical strength without any use of spiritual, and because of that is powered simply by a thrust of the arm. By thrusting forwards or downwards with the flat of their palm, the user of Tesshō has the ability to crush anything it comes into contact with, and if hit in the head can shatter through just about any resistance, including up to Advanced Hierro.
Name:: Sandobaggu Biito [サンドバッグ・ビート, "Sandbag Beat"]
Type:: Offensive.
Range:: Self.
Cost:: V
Description:: Sandobaggu Biito is the cousin to Gatoringu Jidana in which the user condenses physical energy into the muscles of their arms and proceed to unleash a flurry of aggravated Hakuda hits at roughly around 10 hits. The punches are thrown wildly, going at x3 of the user's natural speed, and cause no exterior damage to the user whatsoever thanks to it's "beat" to which the user follows.
Name: Soukotsu [双骨, "Double Bone"]
Class: Hand to Hand Technique
Type: Offensive.
Range: Self.
Cost: VI
Description: A doubled-version of Ikkotsu in which the user condenses spiritual and physical energy into the upper arms before striking usually both on the torso and abdominal area, inducing incredible damage that obliterates the area upon contact, dealing major damage, but causing no knockback, unlike Ikkotsu. Soukotsu requires Ikkotsu to be trained to utilize.
Name:: Raiouken [雷王拳, "Thunder King Fist"]
Type:: Offensive.
Range:: Self.
Cost:: VI
Description:: By focusing reiryoku through out the entire arm, the user is able to focus a single point attack and cause an eruption of energy. When contact is made, the energy will soon follow with a flurry of strikes akin to the original punch's strength spread locally around the initial point. An upward of 20 strikes can follow leaving the opponent battered, broken, and bruised.
Name: Taekwondo
Class: Hand to Hand Style
Type: Supplementary
Range: Self.
Tier: N/A
Description: Taekwondo is the art of self-defense, and is one of the most common martial arts in the world. Taekwondo's main aspect is the emphasis on it's high kicks, which it is renowned for, a master of Taekwondo capable of hitting incredibly high axe kicks and breaking concrete on the bottom of their heel. Taekwondo, outside of it's high-kicks, acts as much more of a sport or fitness martial art, it's emphasis on the ability to stretch, flexibility, and physical form acts as much more of a sport rather then a full-fledged brutal style. Not to say it's weak, it's moreso that it's used mostly for athletic purposes.
The common practice for Taekwondo is to train in groups of ten to twenty, and is not that hard to find a dojo for. Often times, rather then physical punching, users of Taekwondo will focus on keeping a leg skywards, or kicking skywards, for prolonged periods of time. Sparring is common, but is much more focused around kicks against pads. Punching, in Taekwondo, isn't common, but is still touched upon, but not to much of an extent, and isn't often used in tournaments.
Name: Gyeokpa [Breaking]
Class: Hand to Hand Technique
Type: Offensive.
Range: Self.
Tier: IV
Description: A user of Taekwondo eventually must past a trial, in which they break a set number of boards. Each time they retake this trial, the amount of boards (or even sometimes the actual type of object) changes, becoming harder each time. This focuses on the core aspect of this, Gyeokpa acting as a muscle-memory ability that focuses in on simply breaking the target infront of the user with a powerful downwards kick or a downwards slam of their hand, which either or will be cloaked with power.
Name: Bok Fu
Class: Hand to Hand Style
Type: Supplemetary
Range: Self.
Tier: N/A
Description: Bok Fu, surprisingly, is an american-descended fighting style. While the creator of Bok Fu pulled the ideas away from Asian culture, it was hardened in America. Bok Fu is an incredibly spiritual fighting style, taking up animal aspects -- or stances -- to deal different types of damage or protect against it, for that matter.
Training Bok Fu requires a Dojo that would teach it, which would be rare in anywhere but America. Along with training it, it's a solo art, not requiring a partner at all, as half of the training is becoming 'spiritually inclined' with the animal of each stance. Furthermore, each stance takes up a different fighting style, making it incredibly hard to perfectly counter a Bok Fu fighter.
Lastly, Bok Fu is a one-stance fighting style, meaning the stances below can only be active one at a time, and cannot be juggled inbetween turns.
Name: Stance of the Dragon
Class: Hand to Hand Technique
Type: Supplementary
Range: Self.
Cost: IV
Description: Stance of the Dragon is the ultimatium of stances. It is by far the strongest, having aspects to it that can outplay any of the others. When in this stance, one's spiritual energy literally flows over their entire body, coating their body with a form of spiritual scales, which deflect any abilities under a Tier IV or hand-to-hand under advanced in mastery rank. Ontop of this, while in this stance, the user is given a a set of energy claws along their hands, which cause hemorrhaging, and a 1.5x speed boost, the speed boost does not effect stepping. This stance, if broken, requires a two-post cooldown to pick up again, and can be broken by breaking through the natural defenses of the stance.
Name: Omoi Kobushi.
Class: Hand to Hand Style
Type: Supplementary
Range: Self.
Tier: N/A
Description: Omoi Kobushi, or Heavy Hand, is a heavily fist-oriented martial art, the practice of anything else, including knees, legs, arms, or elbows, are strictly forbidden in it's use as a style. It's style is composed of two types of boxing; Muay Thai, for the stance, and American Boxing, for it's jumping, ending up with an incredibly different feeling martial art.
Omoi Kobushi focuses mainly on the pressure of one's fist, palm, or finger into a focal point, the hands are beaten through training, and the arms are constantly bound with a metal mechanism as to further increase the strength of one's punches. A common way to train the use of both is to use the metal mechanism, which would otherwise bind you at the ribs with your arms, and do pushups on your index finger, and usually hundreds at that, or until you collapse; your choice.
Name: Limb Tear.
Class: Hand to Hand Technique
Type: Offensive.
Range: Self.
Tier: VI
Description: It's a literal meaning, the user of Omoi Kobushi can literally tear you limb from limb. It's use is only capable on people at or below ones rank, and if anything like Hierro is within the case, you must have your hand to hand mastery above or at their Hierro rank, to utilize this. Otherwise, it's simple, upon grappling onto an arm of the opponent, the user of Omoi Kobushi simply tears the limb off with a tug, removing it completely from the socket and tearing the flesh with it, removing it permanently unless they can regrow limbs.
Name: Shatter.
Class: Hand to Hand Technique
Type: Offensive.
Range: Self.
Tier: IV
Description: Shatter's use is a simple one, and that is to deal incredible damage in the form of a grasp, which can be reapplied instantly after the first shatter is made. While Shatter will never pierce or break (unless done twice in a row; and then it's up to ones own durability) it will always cause incredible pain and damage, shatter's true purpose simply to break through eventually. Shatter is capable of being used only when the user of Omoi Kobushi has their hand on the target, and then it's up to their discretion to utilize this.
Name: Class: Tier: Type: Range:Description:Name: Class: Tier: Type: Range:Description:Name: Class: Tier: Type: Range:Description:Name: Class: Tier: Type: Range:Description:Name: Cero (Hollow Flash)
Class: Cero/Bala
Type: Offensive
Range: Long range
Tier: IV
Description: Are high-powered energy blasts that can be fired from various places on the body. Only Menos, Arrancar, and Vizard have so far been shown to use Cero attacks, and it appears that stronger entities can use it more efficiently.
- Default ability for Arrancar and Adjuchas/Gillian Hollow
Name: Bala (Hollow Bullet)
Class: Cero/Bala
Type: Offensive
Range: Long range
Tier: I
Description: A weaker but quicker alternative to regular Cero blasts. The technique hardens the user's spiritual pressure and fires it at around twenty times the speed of a Cero.
- Default ability for Arrancar and Adjuchas Hollow
Name: Shunpo (Flash Steps)
Class: Stepping
Type: Stepping
Range: N/A
Tier: I
Description: A movement technique that allows the user to move extremely quickly over short distances. The focal point that determines the basis of this technique is speed. Therefore what determines the level of skill in a user for Shunpo is best characterized by how fast one can get from A to B in the least amount of steps.
ITEMS
Item Name:Description:REIATSU FEATURES
Smell, colour and aesthetics.