Name: Kyokkou
Type: Style
Description: This powerful style of combat focuses on two things: combining intense speed to generate momentum, which translates to a vast increase in physical power, and using physics principals to do the same. Certain aspects of the style focus on speed and deception, and some focus purely on power. Combining the incredible, invisible speeds of Shunpo with sword swings is the basic principal of the style, and it is used in many ways to confound and overpower opponents. There is an extremely high Kendo influence to Kyokkou, which show in every technique, even ones performed with only one hand. The style is exceedingly difficult to master.
Requirements: None
Stats Affected: N/A
Cost: N/A
Words to Train: 750
Name:Kujiku Kizu (Crush Cut)
Type: Technique
Description: Kujiku Kizu is technique utilizing the principals of Kendo and the speed of Shunpo, focusing on converting momentum and speed to raw physical force and strength. To achieve maximum power, the user must be at least 30 meters away. The technique is essentially performed by setting your sword in the desired slashing, or stabbing motion, and then dashing at a location using Flash Step, never stopping. The user will be aiming for a spot 10 meters past the intended target, and if the opponent does nothing to defend against it, the user will simply barrel right through them, the solid hold on their sword causing whatever is in the way to suffer a massive concussive and slicing impact. The incredible speed of Flash Step, combined with the user's momentum and the user's own physical strength cause an almost wrecking ball effect. The move is able to be blocked as any normal sword slash would be, however it is exceedingly difficult to hold the sword in a solid blocking position due to the force. If the opponent positions their sword in the correct way, it can be blocked, however it is impossible to meet the attack head on and remain in the same position. If the opponent does take the attack head on, a massive knockback effect occurs, and they will be sent flying through the air like a cannonball with no chance to stop themselves, or to change the direction they flew in, or the speed at which they travel for a large distance (this is when the user usually follows up with another attack, while the opponent is stunned and vulnerable). After a while, they will still be flying through the air, however they can then stop themselves. If they hit an object (the user when they are dashing, or the opponent as they fly through the air), they will most likely smash right through it with little to no resistance. This attack is undeterred by Upper Level Ceros and below. Mastery level ceros however are a viable defense or counter.
Requirements: 60 in Zanjutsu skill. Any lower and one would not be able to grip their sword correctly. Also, using this technique without the necessary sword skill would produce a tunnel vision effect which would make the user incapable of reacting to any counter the opponent might devise.
Stats Affected:
Power: Adds 30 points to the Power stat for the duration of the move due to the momentum generated. Afterwards the Power stat returns to normal.
Shunpo Speed: To use the technique, a 65 in Shunpo speed is required.
Cost: The moves costs 5 fighting posts to use.
Words to Train: 600
Name: Ryuusei Kujiku Kizu (Meteor Crush Cut)
Type: Technique
Description: Essentially the same move as Kujiku Kizu, however, it is done from the sky, and so the user must collide with some solid object, whether it be the intended target, or the ground. This causes a massive impact that is like an explosion from the sheer force of the impact, almost like a large meteor crashing into the ground which is where the move recieved its name. Blocking this move, however, is extremely unwise, for while the user is trained to negate the force of impact, and thereby sustain little shock or damage from the impact, the opponent would surely be crushed between the ground and the user's blade. The force of impact alone would kill or seriously injure opponents with no protection such as Hierro, however, even the toughest Heirro would be insubstantial against either of the Crush Cut attacks.
Requirements:
Stamina: An 80 is needed in stamina for the best effect, though the technique can be performed without this. If the user does not have at least an 80 in this stat, the impact with the ground would be highly damaging, fracturing or even breaking bones in the wrists and forearm, making fighting difficult. If you do not have an 80 and use this technique anyway, you may only continue fighting for a further 10 posts before you collapse.
Zanjutsu skill: To use a practitioner would need at least a 60. Any who tried below that would not be able to grip their sword correctly. It would also produce a tunnel vision effect.
Shunpo Speed: To use the technique, a 65 in Shunpo speed is required.
Stats Affected:
Power: Adds 30 points to the Power stat for the duration of the move due to the momentum generated. Afterwards the Power stat returns to normal
Cost: Takes away 5 fighting posts
Words to Train: 300 (The user must already know Kujiku Kizu, and it is the same move, simply performed from the sky)
Name: Gekiha Enko: Sora (Crushing Arc: Sky)
Type: Technique
Description: This move also has Kendo influence, which is where the move gains its power. The user must hold their weapon in two hands. This is a rising, crushing slash that is so powerful, that unless fighting an unusually large and strong opponent, the move catapults the opponent high into the air at an uncontrollable speed for a moment. This prevents them from using Flash Step for a moment and produces an opening in which the opponent, still on the ground, can Flash Step, and perform another move, thus trapping the opponent in a devastating combo. However, this is only if the opponent manages to block the slash. If they are not able to block the blow, they can easily be killed. Normal follow ups to this move are Crushing Arc: Earth, or Meteor Crush Cut.
Requirements: 30 in Zanjutsu Skill
Stats Affected:
Power: Adds 15 points to the Power stat for the duration of the move (8 one handed) due to the force generated. Afterwards the Power stat returns to normal. The opponent will usually be launched into the air, even if successfully blocked.
Cost: 2 fighting posts
Words to Train: 500
Name: Crushing Arc: Spinning Disk (Gekiha Enko: Bouseki Disuku)
Type: Technique
Description: This move has slight Kendo influence, but relies on Flash Step more heavily. The spinning disk technique uses the principals of Flash Step to conduct an incredibly fast spinning slash on the opponent, that can be performed with either one hand, or two hands. If used with one hand, the spin is faster, but the strike is weaker, but still far stronger than a regular sword strike would be. If used with two hands, the strike becomes as powerful as the other Crushing Arc techniques. The user will seem to blur to the opponent for a moment before and their sword would move incredibly fast through the air at the opponent. The spin is conducted at such speeds that is exceedingly difficult to get your sword around in time to correctly block it, and even then, the user's sword stirke is far more powerful than normal, which can send the opponent reeling back, and possibly leave them open for another strike. If the opponent manages to block the user's initial strike, they can immediately switch directions, and the sword would then be coming from the opposite direction. The process can be repeated. The spin is so fast, that it does not leave an oppening for the opponent to attack their back. The user is trained to not suffer from dizziness or any other form of disorientation from using the move. If the opponent is unable to block, this move is lethal, easily having the power to cut opponents in half. The user can continue spinning for two posts if the opponent dodges the strike, appearing as a blurry tornado surrounded by a halo of their sword passing through the air at intense speeds, so fast that the sword will seem to form one solid disk, which is where the move recieved its name. This technique cannot be dodged without a high speed movement technique such as Shunpo, and often times even opponents using Shunpo do not escape completely unscathed.
Requirements: 30 in Zanjutsu Skill, 50 in Shunpo Speed.
Stats Affected:
Power: Adds 15 points to the Power stat for the duration of the move (8 one handed) due to the force generated. Afterwards the Power stat returns to normal. The opponent will usually be sent reeling, perhaps even flying backwards.
Cost: 2 fighting posts
Words to Train: 500
Name: Crushing Arc: Earth (Gekiha Enko: Koudo)
Type: Technique
Description: This move has Kendo influence, which is where the move gains its power. The user must hold their weapon in two hands. This is a crushing downward slash that is as power as Zaraki Kenpachi's Kendo strikes, and is so powerful, that unless fighting an unusually large and strong opponent, the move crushes the target into the ground, grinding them into the earth with massive crushing force. The impact is so forceful, that an impact explosion is created with debris sent flying everywhere. If the opponent has some sort of strength ability that would allow them to resist this effect, then they would still most likely be forced downwards by the swing initially, perhaps being forced to kneel. However, it takes truely astounding strength to defend in this way. If the opponent is not able to block, then they can be easily killed by this move.
Requirements: 30 in Zanjutsu Skill
Stats Affected:
Power: Adds 15 points to the Power stat for the duration of the move (8 one handed) due to the force generated. Afterwards the Power stat returns to normal. The opponent will usually be sent reeling, perhaps even flying backwards.
Cost: 2 fighting posts
Words to Train: 500
Name: Sekiyou (Setting Sun)
Type: Technique
Description: Setting Sun is a powerful crushing slash or stab to the ground. Using great strength, speed, momentum and the force of gravity the user can split a fissure in the earth. The crack widens and extends towards the opponent. The move shakes the ground and causes opponents with a weak stance to stumble and/or lose their balance. This can produce a small opening for the user to take advantage of, and the fissure is deep enough to fall into. If an opponent is in the way, the force of the technique will send them stumbling, even flying backwards from the knock back force if they did not have an extremely solid stance and a good block position.
Requirements: 30 in Zanjutsu Skill
Stats Affected:
Power: Adds 10 points to the Power stat for the duration of the move.
Cost: 1 fighting post
Words to Train: 400
Kyokkou: Ashibaya (Rays of the Rising Sun: Quick Pace) Info: This substyle of Kyokkou focuses on increasing the speed of attacks using reiatsu, rather than using speed and power to overwhelm opponents. This substyle is taught to beginners, but it also contains some of the most powerful and difficult techniques in the style. It uses complete stillness, and speed on a massive level to decieve and trick opponents. Mastering the sub style will produce a vast increase in, feet, hand and arm speed, allowing for sword attacks that are far faster than most Shinigami are able to produce. Opponents who have not similarly trained high speed sword combat will not be able to match the user's attack speed, and would even be hard pressed to counter every blow a master of Ashibaya makes. If the user can catch the opponent in a barrage of sword strikes, the opponent would normally have no chance to counter attack due to the speed of the user's strikes. In Ashibaya, the user remains completely still, retaining firm control over stances. Movements in Ashibaya are not only quick, but gracefully fluidic as well. They are trained to never perform an attack that could overbalance them, and as such, they become patient, deadly opponents. Assassinations are made easy by this style. Their fastest attacks can be so fast, that the opponent would not be able to see them until the last second, and their entire attacking arm would disappear almost as in Flash Step, reappearing right as the sword makes contact with either the opponents body. It would seem as if the user's arm was just suddenly in another place, with no time in between where the sword was traveling. To an outside observer, it would appear that the user could cut objects without moving at all.
There are two major drawbacks to this style. Attacks of the highest speed destroy the stealth portion of the style (where it would seem that the users blade teleported). The movement of the arms when performing a speed technique on that level, and the charging up of reiatsu creates a tensing of muscles on the entire side of the body that the user's attack is coming from, almost like a wind up, in addition to the gathering of spiritual energy. This tensing is so minute and brief that usually only Captain class fighters, or those who have trained beyond the norm in sword combat will be able to notice it, but if the opponent can notice it, it becomes easier to both block and it even becomes possible to counter attack. Also, the strain of using such high speed attacks causes the user to become very tired very quickly.
There are also two major advantages to the sub style. First, is the speed itself, and second is that while the style does not specifically focus on power, the incredible speeds at which the user can perform attacks leads to the attacks themselves being a great deal more powerful than a regular sword attack. To learn this style, a 100 is necessary in the speed stat. Flash step must be used to escape Quick Slashes and Exceedingly Quick Slashes. The Exceedingly Quick Slashes are similar to a flash step technique, and cannot be blocked if the user's Zanjutsu Skill stat is 15 points or more higher than their opponent's, due to the extreme speeds.
Quick slashes-
Power: Increases the Power stat by 5 for the moves duration.
Speed: Increases the Speed stat by 10 for the moves duration.
Reiatsu: Deducts 15 points from this statistic for the reiatsu reinforcement.
Stamina: Deducts 1 fighting posts.
Exceedingly Quick slashes-
Power: Increases the Power stat by 10 for the moves duration.
Shunpo Speed: Increases the Shunpo Speed stat by 10 for the moves duration.
Reiatsu: Deducts 20 points from this statistic for the reiatsu reinforcement.
Stamina: Deducts 2 fighting posts.
Ashibaya Techniques:
Name: Sado Tougyo (Movement Control)
Type: Technique
Description: The user's control over his or her movements is such that they could halt their sword or body at any point in time, even if they are in the middle, beginning, or end of an attack. Thus, they are able to react to situations that most would not be able to. This is the basic bodily control technique that is a cornerstone of the style.
Requirements: None
Stats Affected: None
Cost: 5sp, 1 fighting post
Words to Train: 300
Name: Zanzou (Afterimage)
Type: Technique
Description: Similar to Flash Step. There are however a few differences. When the technique is activated, it is similar to Gemelos Sonido, leaving an afterimage in the place the user activated the move. In effect, the user would simply leave an imprint of themselves in their place to make it seem as though they have not moved at all, similar, but not quite as effective as the Empty Cicada shell technique. After the user creates the after image, they will quickly and silently move to a different location of the user’s choice, using extreme stealth maneuvers on the Black Ops level, creating a surprise attack opportunity. The after image would be lifelike so as to make it appear that the user is still there doing whatever it is that they were doing at the activation of the technique. The afterimage will not fade for several seconds. Usually used to doge, or to move somewhere quickly and stealthily.
Requirements: 40 in Kido Intelligence
Stats Affected: None
Cost: 5sp, 1 fighting post
Words to Train: 500
Name: Double Take
Type: Technique
Description: This is a move using great arm movement speed on the level of Flash step, combining it with the principals of Zanzou to produce after images of their arms, and the weapons held in them. Right before the attack connects with an object, the technique is used to create an after image, while the user attacks from a different angle. To the opponent it would appear that the user attacks once, and then almost immediately attacks again with a different attack, or even the same attack. This should create an opening due to the fact that the opponent should have tried to react the “first” attack and should not be expecting a second attack so soon, as the attacks would connect with the target less than a second apart from each other due to the user's speed. If the opponent tries to block the first attack, their sword would simply go through it as if it were an illusion, and by that time, it would be too late to block the second strike.
Example: Amatsu dashes at an opponent, and slashes toward their face. As the opponent blocked the face slash, it would go right through their sword, and they would notice that Amatsu's sword was actually heading for their stomach. At this point, it is only possible to dodge if they are able to use Flash Step, and even then, unless the opponent is significantly faster than the user, they will usually suffer a wound.
Requirements: 40 in Kido Intelligence, 30 in Zanjutsu Skill
Stats Affected: None
Cost: 5sp, 1 fighting post
Words to Train: 500
Name: Triple Take
Type: Technique
Description: Essenteally the exact same move as Double Take, except there will be two feints instead of just one before the actual attack.
Example: Amatsu dashes at an opponent and slashes toward their face. As the opponent blocked the face slash, it would go right through their sword, and they would notice Amatsu's sword comming around from the opposite direction. If they somehow managed to block that one, instead of dodging as would be the best plan for the situation, their sword would go through that one as well and they would notice Amatsu's sword heading towards their stomach, with no chance to dodge unless they used Flash Step, and even then, they would not be able to completely escape damage, and should suffer a fairly deep wound.
Requirements: 40 in Kido Intelligence, 40 in Zanjutsu Skill
Stats Affected: None
Cost: 10sp, 2 fighting post
Words to Train: 750
Name: Kyouryokukou Amimono Tate (Steel web shield)
Type: Technique
Description: The sword pattern that is used will literally knit a web with users sword in front of them making a powerful shield that can protect the user from all angles, as if they are creating a blurry sphere of protection around themselves. The user's arms move so fast that they can't be seen clearly, only faint blurs all around their body would be noticed. The power of the defense is strong enough to stop projectile weapons, block, break, and destroy fairly weak reiatsu attacks (20sp and under, must be large attacks covering a relitively large area such as Shakkahou. It would not stop a beam attack such as Byakurai, or overly destructive attacks that cost more than 15sp.), knock aside thousands of projectiles easily, or if the enemy is close enough the technique could shread them into pieces as well. It requires incredible coordination, focus, arm and hand speed, even greater than that of the other techniques, including Double and Triple Take. It cannot be stopped physically unless the target uses 5 fighting posts.
Requirements: 60 in Zanjutsu Skill
Stats Affected: None
Cost: 10sp, 3 fighting posts
Words to Train: 550
Name: Ashibaya: Hyakuken Tsuppari (Hundred Blade Thrust)
Type: Technique
Description: The user stabs at the opponent so many times, at such speed, that it looks as if hundreds of blades are comming at the opponent in a barrage, nearly at once. This technique can be used on multiple targets at once. It is exceedingly hard to block such an attack, but it can be done. The move is of such speed, it leaves no room for a counter attack. The target cannot even use Flash Step in most cases, because the stabs come so quickly, that if the user is moving forward at the time of the ability, the person on the recieving end of the hundred blade thrust technique would have to continually step backwards to avoid being stabbed multiple times. The target, by virtue of the moves speed, will always be unbalanced. If an opponent is in sword range, and this technique is used, they will not be able to block the strikes if the user's Zanjutsu Skill stat is 15 points or more higher than theirs. This technique eliminates the possibility of counter attacks in normal situations and cannot be dodged without Flash Step or a similar move. It simply occurs too fast. The opponent would not have time to do anything but block the strikes. The strikes cannot be blocked unless the opponent used 5 fighting posts.
Requirements: 60 in Zanjutsu Skill
Stats Affected: None
Cost: 10sp, 3 fighting posts
Words to Train: 550