Post by Sakana Iryoku on Nov 17, 2012 11:31:34 GMT -6
[atrb=border,0,true][atrb=valign,top][atrb=cellspacing,0,true][atrb=style,width: 425px;][classy=fsava][/classy][classy=fsname] SAKANA IRYOKU[/classy][classy=fstitle] Fishman Karate[/classy][classy=fslyric]Dark clouds and thunderstorms in the fires and flames were born, Through darkness traveling on the night, Hellfires and rain will fall, time is coming for us all, Our journey for the guiding light [/classy][classy=fsbord][/classy][classy=fstext] STYLE TYPE: Fists and Water Manipulation DESCRIPTION: Most effective underwater this allows the user to manipulate water (e.g. moisture in air) in order to perform extraordinary attacks or just increase their already impressive strength. An example of such a technique is the Uchimizu which launches a single droplet of water at the opponent with so much kinetic force it pierces like a bullet. The user can also manipulate the moisture in an opponent's body to increase damage. MOVES: |
MOVE DESCRIPTION: A technique where the user forms their hand into a spearhand position and, whilst the hand is covered in water, thrusts forwards. The water follows the shape of the hand and shoots forwards like a sharp spear, slicing through flesh. This has a one post cooldown.
MOVE NAME: Kairyuu Hebi [Sea Current Snake]
MOVE DESCRIPTION: Done after Mizugokoro. The user pulls on the water and utilizes it as a whip, capable of ensnaring or striking the user. This technique lasts three posts and has a cooldown of three posts.
MOVE NAME: Tsunami Kenjou [Tidal Wave Strong Fortress]
MOVE DESCRIPTION: Done after Mizugokoro, the user pulls the water upwards and swings it back down, creating a big wave that repels enemy attacks before crashing back atop them with great blunt force capable of smashing through stone. This technique has a three post cooldown.
MOVE NAME: Kairyuu Hebi: Ryuujin (Sea Current Snake: Dragon God)
MOVE DESCRIPTION: An advanced version of the Kairyuu Hebi that is more powerful. Like Kairyuu hebi this is done after Mizugokoro. The user pulls on the water and utilizes it as a whip, capable of ensnaring or striking the user. The user pulls on the water and forms a serpentine dragon out of water. The user has more control over this so rather than it functioning like a whip the user freely manipulates it to ensnare an opponent or bite them. The dragon can bite through stone. This lasts two posts and has a three post cooldown.
MOVE NAME: Seisui Sanshi (Clear Water Deep Reflection)
MOVE DESCRIPTION: A shielding technique with a difference. The user manipulates the water into a round flat disc. An attack that hits the disc that doesn't have the power to break it will be reflected back on the opponent at half power. This has enough power to stop any techniques that has less power than the Hyakumaigawara Seiken.
This mirror lasts two posts and the technique has a three post cooldown. Cannot be used whilst other Seisui techniques are on cooldown.
MOVE NAME: Seisui Zenhansha (Clear Water Total Reflection)
MOVE DESCRIPTION: A more powerful version of the seisui sanshi. This reflects 100% of the attack on the opponent. This technique can also withstand any technique of less power than Gosenmaigawara Seiken.
This lasts two posts and has a four post cooldown. Cannot be used whilst other Seisui techniques are on cooldown.
MOVE NAME: Seisui Tenkyuu (Clear Water Total Reflection Celestial Sphere)
MOVE DESCRIPTION: The ultimate version of the Seisui techniques and considered one of the greatest defensive techniques in the fishman karate arsenal. This technique does not create a disk like the others, but surrounds the user in a sphere of water. This sphere like the zenhansha can reflect any technique of less power than the Gosenmaigawara Seiken at 100% power.
This lasts two posts and has a five post cooldown. Cannot be used whilst other Seisui techniques are on cooldown.
MOVE NAME: Oushi Kakuheki (Imperial Army Barrier Wall)
MOVE DESCRIPTION: The user takes a deep breath manipulating moisture within the mouth and breathes out creating a stream of bubbles. These bubbles, numbering about 1000 are freely manipulated by the user. If touched they will pop with explosive force. This is not enough to damage anyone unless they are very weak. However, it is enough to cause ear damage which can cause disorientation. The user is able to pop these bubbles remotely and they will not pop if she touches them unless she wants them to.
MOVE NAME: Tenteki (Falling drop of Water)
MOVE DESCRIPTION: Despite the weak sounding name this is a quite a powerful technique. The name is merely because it sounds poetic. This technique extends water over a large scale, surges and rises up to several dozen metres high. Then it streams down to the ground in one big cascade, much like a gigantic waterfall. In doing so, it resembles a huge wave, with tremendous power that can hollow out the ground. What remains after that technique's utilisation is reminiscent of no less than the aftermath of a natural disaster.
This technique has a two post cooldown.
MOVE NAME: Kairyuu Hebi: Yamata No Orochi (Sea Current Snake: Eight Branched Giant Snake)
MOVE DESCRIPTION: Another advanced version of the Karyuu Hebi. This technique creates an orb of water on the hand from which eight tendrils extend. The user has the ability to freely manipulate and extend these up to the length of 50ft, even changing in the middle of trajectory. This lasts two posts and has a three post cooldown.
[/ul]
STRENGTHS: This technique effectively enhances the offensive strength of a fishman exponentially by allowing them to manipulate water via the technique known as fishman jujutsu. This increases physical attack power and allows them to use ranged techniques without a weapon.
WEAKNESSES: The techniques generally require a small amount of concentration. Furthermore, if the user is dehydrated, or the area is too dry then these techniques cannot be used.
[/classy][classy=fscred] TEMPLATE BY AUXILLE [/classy][/td][/tr][/table][/center]