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The Bending Arts - Fire

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PostPosted: Tue Apr 17, 2012 6:18 pm
Traditional Firebending


[Stage One:]
At stage one [1], the bender’s movements are basic and heated. This style focuses more on the breathing and movement and is conditioned from a young age due to its complexity and time that it takes to master.

Fireball
The most basic of all fire bending attacks, the user throws a single punch and a baseball-sized ball of flame launches outward.

Ember
The bender breaths slowly out their mouth, exhaling a cloud of embers. While not usually doing direct damage, this can distract, ignite flammable materials, or keep one warm.

Boil
Exhaling a hot cloud of smoke through one’s nostrils, the bender can breathe this onto water to bring it to a boil, or onto other surfaces to heat it.

Weld
Using the tip of the middle and index finger, the bender heats the fingertips up to a red-hot glow. This can be pressed to a door to melt a lock, to metal to either slowly cut through or weld, or even to flesh for a sharp but intense burning.


[Stage Two:] At this point, the bender’s training shifts from breathing and movement, to actual power. While a heavy focus on movement is required, the bender starts to put more feeling and spiritual power in their strikes.

Firebolt
Like the Fireball, the Firebolt is a basic attack for the bender. However, it is much larger than the fireball, quicker moving, and much hotter. This is possibly the most common move among firebenders.

Hot Grip
Heating the bender’s palms and fingers to a red-hot glow. This attack focuses more on material-related uses, though it is a very useful move to have at close-range in-fighting.

Flaming Sweep
The Fire bender kicks outward in a sweeping motion, creating a wave of flames at a low height. Normally, this is used to distract or trip up opponents and is rarely used to true offensive purposes.

Fire Shield
The bender shifts shunts their hands, open-palmed, in front of them. A curved disc of fire expands from their palms and can deflect attacks of lesser power. Water Bending attacks of equal strength can break the defenses however.


[Stage Three:] The skills of the fire bender are now apparent. Their attacks begin to focus on power and the effort to end a fight as quick as possible. While fierce, stage three [3] does not always rely on powerful, aggressive emotion to work properly.

Fire Burst
Thrusting a fist downward at the ground, the area around the user’s body bursts with explosive flame. This effectively shunts away anything near and burns any person or material in range. This burst happens in a full circle around the user, but its range is limited.

Double Strike
The firebender punches in a one, two motion, creating two [2] Firebolts. The fire hasn't gone up in strength, there are just two [2] blasts now.

Incendiary Stream
The firebender punches both fists to one side, creating a constant jet of flames. The heat is intense and the streams have the potential to overwhelm defenses because of the constant force. The only downside is that the user must remain stationary during this attack.


[Stage Four:] The pinnacle of Firebending, these attacks are powerful, unrelenting, and extremely dangerous.

Fire Wall
One of the ultimate defenses of Fire Bending, the user aims a kick high in the air and a large wall of fire erupts from the ground in front of them. This is able to block attacks of equal or lesser strength.

Jet
Utilizing one’s feet, the bender is able to use flame to propel themselves through the air. They are highly mobile in the air, able to perform very precise maneuvers. While also being very fast, it is difficult to slow down.

Heat Release
After gathering heat from surrounding fire into their body for a post, the user is able to release it all in a single, violent, and powerful spherical blast originating from their body’s center.

Lightning Bolt
By arcing their arms in circular motions, the firebender is able to charge up a powerful electrical bolt. This is a very powerful move and is able to kill almost in one shot, though that immense power requires expert control and skill, or it can turn against the user. Being so, if the user hasn't learned the rest of the Traditional Firebending style, they must roll a die when using this ability. If you roll odds, the skill backfires and blows up in your face. If you roll evens, the attack happens like normal.
 
PostPosted: Sat May 12, 2012 4:22 am
Fire Boxing


[Stage One:]
This fighting style is often seen utilized in pro-bending, known for its steady stance and its defensive style, let up only for quick and powerful punches. This style focuses on shifting your upper body from side to side to dodge attacks like a pendulum, and crossing your arms in front of your chest and face to block attacks. Attacks coming from below are evaded by a quick strafe or quick-step to either side, and attacks are done simply by punching forward. It's a simple style with a simple basis, but it can take a real expert to fully utilize.

Steady Poise
The stance of the fire boxer allows for great and keen observation, an unrelenting body, and a great offense and defense alike. It involves your left leg being positioned slightly aside and behind your right, your torso being a tad bent forward, and your two arms bent upwards in front of your torso up to your face, like two i's covering your upper body. This style is surprisingly easy to maneuver, and you can easily break out of it to perform any excessive movements like cartwheels or backflips. The style in itself doesn't really promote jumping but it's not really hindered either.
The most important thing to remember involving this style is to definitely, DEFINITELY wear arm bracers/guards. These are a definite necessity and there is no reason not to bring them. Without them, the entire basis of this style is null and void.

Fighting Mires with Fires
By infusing your arm bracers with fire, a quick spray of fire will erupt out at any attack that hits said bracers, though the fire is weak. It's meant to dull the damage of the attack so that the arm bracers can properly defend against it and not be destroyed, and it's especially good at blocking against firebending. This defensive maneuver is rather simple, but very useful, as one of the most important aspects of the style.

Star Fist
The most simple of all of the moves of this style, the Star Fist is a forward punch with either of your fists that sends a relatively mediocre-sized fireball at the foe. The fireball isn't all that dangerous or effective, but it's an important step in the style, and the most popular ability of the entire style. The Star Fist can be used in rapid succession from punch-to-punch-to-punch, and requires little skill or practice.

Belt Kick
The Belt Kick is a simple kick where you bring your knee upward before kicking into the air, which sends a wave of fire forward at the target. This can really be done by any kick in any posture, including jump kicks, but it is important to note that the Belt Kick is more dangerous than the Star Fist, because it can't be used as quickly. Sacrificing speed for power, the Belt Kick is a tactic often used to negate offensive attacks and to press forward into the fight.

Comet Roll
This is a defensive movement often performed in pro-bending. Coating their entire body in a protective fiery blanket, the fire boxer will perform a dodge roll, moving from space-to-space across the span of the floor in complete safety. This is often used to get away from tight spots, and the thick defense leaves you almost invulnerable for that tiny moment of escape.


[Stage Two:]
The second stage carries the same premise, but more powerful abilities.

Tower Kick
The Tower Kick is an evolution of the Belt Kick and involves raising your leg, aiming the sole of the foot at the opponent, and shooting a large fireball from the outer surface of your clothing. This fireball is more powerful than the other ones of this style so far, though not more powerful than the Comet Fist.

Comet Fist
The Comet Fist is a more powerful version of the Star Fist. However, it involves punching forward with both fists at once rather than with a single fist. As such, it's not very easy to use this attack in quick succession, and is mostly used as a finisher or an attack focused on breaking through defenses. The result of this attack is a massive fireball with a high area of effect. It's one of the strongest moves of this style, and the most important thing it does is set the basis for the rest of the style: using multiple body parts, and multiple fireballs, to create a much larger figure of fire.

Tower Fist
The Tower Fist is a technique utilized via pulling your arms to your side, then quickly smashing your palms forward, creating a small fireball within the air, then stepping back and swiping the fireball with a strike of your leg. As a result, your leg will be coated with fire, which will build up quickly. It won't harm you or burn through your clothes. Instead, it will launch as you desire it to, creating a massive, explosive fireball.

Tower Shield
Using the striking of two fists for a different cause, the Tower Shield is made similarly by punching both fists forward, but in a quick jab movement rather than two full-fledged punches. This forms a wall of flames in front of you that can protect against attacks until you've released the posture of your two arms. The wall of flame isn't invincible, but it is rather effective in defending against fire attacks, and at least mediocre earth assaults. The only issue with it is that you can't really see much with this shield covering your sight.


[Stage Three:]
The third stage now effectively combines the movements of the arms and the legs, using them together to create powerful attacks that can set the stage for a victory.

Meteor Fist
The meteor fist attack involves punching three times. First, with your right fist, then with your left, then with your right again, all in close increments. Three fireballs will merge together to create one massive one, and this fireball will shoot forward with a rage. It's a powerful attack that can actually be used pretty easily, though its energy consumption leaves it difficult to recommend its overuse.

Dragon's Breath
Very contrary to the other attacks of this style, this involves stomping on the ground with either of your legs and sending a jet of fire forward from the bottom of that foot. This jet extends fifteen feet and will remain active until you move that foot from the ground. It's meant to sweep people off of their balance so that you may push them back in pro-bending matches. It's a difficult move to predict, but leaves most non fire-benders wary of ever being directly in front of a firebender in a pro-bending match.

Victory Sweep
The victory sweep is a sliding kick across the ground in a 180 degree angle, and it's a technique created by studying the airbenders. Strafing your left or right leg to the side, the opposite leg will sweep across the ground and send a large wave of fire forward that covers almost the entire floor of a pro-bending arena. This will force people to either create something to defend their feet or to jump, leaving them vulnerable to attacks from your other teammates. This victory sweep is used almost every match, because it's unpredictable and almost necessary to use at least one time by any given firebender. It often results in victory, thus its name.


[Stage Four:]
The final stage presents no real difference in the way of fighting, but does present very powerful techniques.

The Dragon's Body
This powerful move is performed by five steps. First, punching forward with your left fist, then your right fist. Then, kicking forward with your left leg, then retracting your left leg. The final movement is stepping down with your right leg, putting it in front of the left. It then creates a massive stream of fire shaped like an eastern dragon, and this dragon is controlled by your fists. It can either defend your body or pursue foes, and its deadliness is how it doesn't seem to subside until you've been knocked off your feet. The dragon moves fairly quickly, making it a persistent threat to opponents. It's primarily used as a support technique, but it promotes considerable damage, and it's actually somewhat solid for a fire technique.

Fire Boxing
This is a very simple technique. Punching forward four times, you'll create four small fireballs. These fireballs are quick and powerful, but what needs to be feared is not the fireballs, but their after-effects. These fireballs are explosive once they hit an object, their radius about twenty feet, and they can cause critical damage to someone's body. The four fireballs are launched in a quick, almost immediate succession, but they are amazing for breaking defenses and damaging an enemy's body. They're fast, unsuspecting and easy to chain off of, making them a coveted ability known by the fire boxers, though a rare one to master.

 

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[IMMOLATION]
New Age Firebenders all seem to lean towards the fast hitting and overloading method of pro bending or plain boxing. Immolation is based more off of the sweeping motions of a Fire Dancer, combined with the fierce fighting style of a certain Fire Lord. There are few moves due to how liberally each general technique can be performed. It is an overbearing and infernal style. Fueled by anger, hatred, and passion, it is meant to totally scorch an opponent until there is nothing left but ashes. Most of the attacks can be liberally interpreted and used in a myriad of ways, though it is generally agreed to do them while flying around with flames. Immolation fighters have powerful attacks and strong evasionary tactics with little to no defensive maneuvers.

▰ ▰ ▰ STAGE ONE

• Brand

    Control over fire so intense is difficult for beginners. Benders first learn how to focus the flames over the palms of their hands. By pressing their hands to their target they can sear their opponent's skin. Even just managing to press their hands on for a moment is enough to leave a lasting burn. Holding their hands on for any period of time will cause lasting harm.


• Flare I

    By using momentum and spinning or performing any other sweeping motion the bender can generate a wave of flames, similar to sun flares. Obviously these are on very much smaller and less potent than the sun. At this level there is little knock back power or true flaming potential. The flare is always shot out in a crescent, and at this level it is roughly five feet wide and five feet away from the bender at max range.


• Scorch

    Like many of the abilities within the Immolation style, this one raises in strength and ferocity the stronger the bender is. Building a scorching hot flame from their mouth they can release it in a long stream, similar to that of a dragon.


▰ ▰ ▰ STAGE TWO

• Flare II

    Growing in strength with the bender, their flare is more potent. The crescent is larger and burns hotter. It doubles in size and distance from the previous level.


• Incinerate

    Rather than launching out short bursts of flames, the bender will channel the fire through an intense stream, meant to utterly incinerate someone caught in it for a period of time. The flames grow in strength with the bender, and at master rank these are very deadly and can knock someone back entirely.


• Sear

    Crescents and jets of fire are only a few examples of bending available in this style. With sear, the bender is capable of creating a great line of fire, which groes in height and ferocity as they grow in power. Slices or chops with both hands are what generate a Sear because they need to be more finely tuned in order for the flames to resemble a blade of sorts. The line is always thin, long, and tall.


▰ ▰ ▰ STAGE THREE

• Flare III

    Flares at this level are able to knock people back with the force it comes with. It is hot enough to easily leave third degree burns. The crescent is very wide and can be launched out for a long distance. It doubles in size and length from its previous version.


• Cremate

    This is typically done after the bender has fallen for a distance or has the upper ground. They will leap/fall/propel themselves towards the ground and either release a powerful punch or kick of fire from them. The flames emit has a very large stream that, once it meets the ground, spread outward in all directions like an inverted mushroom.


• Combust

    Releasing a stream of flames from a number of limbs, the Bender can create a devastasting attack that comes from multiple angles and areas. The flames resemble tendrils (they cannot be controlled after initial release) that all are aimed for the same target. Depending on the number of limbs used (including flames from the mouth) the attacks can essentially cover the range of angles and make escaping difficult, though not impossible.


• Roast

    By directing their flames together and upward the firebender can create a very large wall of flames. Getting near it is difficult enough and passing through it would be suicide. The wall is similar to a geyser in that it shoots up and then dissipates if the bender chooses to not hold it.

▰ ▰ ▰ STAGE FOUR

• Flare IV

    Flares at this level of power are very deadly. They can wrap almost fully around a bender in a single swipe and are very, very hot. This is large enough to create a very large wall of flames all around the bender that spreads out until it reaches max distance, similar to when Ozai launches a huge crescent all around him.


• Propulsion

    One of the key abilities in Immolation is their power to propel themselves with flames shooting out of their limbs. They can fly almost very similarly to an airbender though turning is more difficult as their control is not as potent. This needs only to be activated once for it to last until the bender turns it off.


• Cauterize

    Creating a flame so hot and precisely formed the bender can create a drill of flames. This must be relatively close to their body, within fifteen feet or the flames lose composure. The spear is actually three streams of flames tightly wound together to create a drill of sorts. When it is launched out it spins and can go clean through someone. It's name comes from the flames being so hot whatever wound it creates is burned all the way through and cauterizes almost immediately.


• Ashes

    Once everyone one hundred years a comet passes by that grants firebenders immense strength over their element. During that time, a certain bender created a ball of flames so large and fast it was capable of blowing a hole clean through the wall of Ba Sing Se. This is a smaller version of that because comets are kind of rare. The bender must first build up an extremely compacted ball of flames. When it is launched it cannot be controlled by them or redirected through their own power. Upon impact an explosion of flames so hot is released that anything left in its wake would be nothing more than ashes.

 
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