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The Martial Arts - Hand to Hand

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PostPosted: Sun Apr 22, 2012 1:44 pm
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PostPosted: Mon Jun 11, 2012 6:01 pm
Jujitsu
Balance, Force, Leverage
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Considered the parent to other grappling styles such as Hapkido, Judo, or Aikido, Jujitsu has existed as a powerful and recognizeable martial art for centuries. Though it is said to have originated in Japan, Jujitsu quickly spread since the time of its creation and now there is no real certainty as to its lineage. As a martial art jujitsu employs the philosophy of using an opponent's force against them, but in truth its power comes from its ability to defend and attack at the same time within close range. As such it is a powerful nullifier to other martial art styles should the user master it properly.

Stage 1
The first stage only deals with the basics. Here instead of jumping straight into powerful locks or fancy throws the user simply learns how to move. If they can't master how to pull off the jujitsu moves correctly then they will surely fail at this stage. The training for this stage is strange. They invite others to attack them. By repeatedly having people throw strikes them the idea is that they'll learn how a person moves, observe the signs that tell them what kind of attack is coming, and then move before they can be hit. This is also to implore the main principle behind jujitsu, that is, moving around an opponent's strike to get them off balance, and stepping into an opponent to block or deflect an attack before it has enough space and time to build up speed and power.

Trip
Description: A rather simple and childish move, the user times himself with an opponent's leg movement and simply sticks out their foot at the right angle to trip an opponent and make them fall face-first into the ground. The art in it comes from its speed and fluid motion, which blend together to make the move nearly impossible to see by an opponent, especially one that's distracted.

Phantom Feint
Description: This is the most basic but necessary move to all Jujitsu masters. The idea is that as an opponent thrusts themselves at you in close range, you move to make it seem like you're moving forward while in actuality you sweep over to their side. When done properly it would appear to the opponent that you'd vanished completely, if only for a moment, giving you the opportunity to strike or grab them from the side. 3 post cool-down.

Hip Throw
Description: This throw works just like a crowbar, where your leg is the lever and your hip is the fulcrum. The trick comes right after the user grabs the opponent's shoulders, in which they have to pivet to position themselves in just the right place. Performed correctly the hip throw can deliver up to 1k pounds of force.

Human Pretzel
Description: A rather comical but efficient suppressing technique where the user quickly folds and opponent's body into a painful and awkward position from which they cannot free themselves without outside help. Only works on either unconscious opponents or fighters two ranks or under the user.

Snap Throw
Requires: Phantom Feint
Description: Best when used in combination with Phantom Feint, but can also be done when you're simply facing an opponent's side. The user positions their leg behind the opponent while coiling their arm under their opponent's defenses to press on the middle of their chest. With a simple spin the user pulls their leg into the opponent to sweep them while the push flips the opponent and sends them head-first into the ground with impressive force.

Take to the Air
Description: The user grabs an opponent and pulls them past their body. As they pass the user sweeps their legs and lets go, making their opponent sail through the air for a brief moment before crashing face first into the ground.

Reverse Shoulder Grab
Description: This attack works great when used against a charging opponent. The user deflects the opponent's momentum and uses it to instead increase their own speed to spin quickly around the opponent so that they're facing its back, Then the user simply reaches out and firmly grabs the opponent's shoulders. What happens is, like being tripped, the upper body stays still while their lower keeps going, causing the opponent to trip themselves and fall to the ground on their backs.


Stage 2
In this stage the user continues to learn more basic throws, but more importantly is introduced to the painful locks and chokes the style is famous for. As such these moves teach the user how to literally destroy an opponent's body piece by piece. Also, the user learns how to act aggressively to attack the opponent with their grabs rather than wait to use their weight against them. Thus from this point onward Juijitsu techniques can be done by simply grabbing an opponent and pulling them to you, or otherwise grabbing their sleeve or shirt. Training is done by practice with another fighter. You HAVE to have somebody help you out because there is no real substitute for a live human body that produces the same amount of restraint and resistance necessary for the user to use the skills appropriately in battle. Also, a fair amount of balance is needed, so the user can also train by rolling and learning how to break their own falls.

Vertigo Throw
Description: A simple throw that has the convenience to be used on enemies punching at the user from the sides as well as the front. The user raises a hand up in time to catch the wrist of the punch and moves it slightly upward so that the punch doesn't connect. Then they pull the punch into the new direction in order to build up the opponent's momentum so that they are too off balance to kick as the user pivots and bends over as they continue to pull the opponent towards them. The opponent is thus forced to trip over the user's shoulders from which the user flips them onto the ground. Despite how it may sound the opponent will only suffer some minor scrapes and bruises, but they do suffer from dizziness for 3 posts afterwards on account of their flip and fall.

Intercepting Spear
Description: This is used to defend against a kick. The user grabs the kick with an inward sweeping grab of the corresponding arm, and then deflects its momentum before they'd be hit, throwing the opponent off balance, while they spin around the leg and into the opponent, from which they strike up at the opponent's chin with the palm of their other hand. They hold the head back there after the strike, and the opponent falls backward onto the ground. This attack also works well against thrusting weapons, hence the name.

Pure Aerial Throw
Description: The user fires a number of quick strikes at an opponent, that they are actually expecting to dodge. The strikes are not meant to hit, but rather guide the opponent into making themselves fall through their own instinctual reflexes.

Sacrifice Throw
Description: The Sacrifice Throw is a simple lesson in conservation of energy. The harder the opponent attacks, the farther he gets thrown and the harder he's going to fall. The move itself works like a catapult, where the user grabs the shoulders of the opponent and places his foot on their center of gravity. The opponent's weight supplies the counterweight so as the user rolls onto his back and lets go of the shoulders, the opponent is flung over behind him.

Guillotine Choke
Description: A very powerful strangulation technique best used against an opponent that is either trying to shoot (that is the physical attack, not gun shooting) or tackle the user, or otherwise has bent down, but can also be used in the air or on the ground. The user places his armpit on the back of the opponent's head and wraps his arm around their throat to squeeze it against their bicep and forearm. At the same time the user wraps his other arm around to hold the opponent's arm back at the shoulder and also provide support as the hand of the choking arm latches onto the user's other arm, making the choke virtually unbreakable from the opponent's stance. Then the user only has to simply pull up on the choke, causing the opponent to black out after only a few seconds.

Arm Break
Description: User grabs onto both arms of their opponent, or their sleeves, and pulls as they push their foot into the opponent's midsection to pull them down, but not necessarily to the ground. Instead the user's back rolls onto the ground first and from there they pivet to the opponent's side so they can pull their other leg onto the opponent's head and throw them to ground instantly from there. Then with one leg holding the opponent's midsection down and the other holding the head and locking the arm, the user uses his arms to bend the arm of whichever side of the opponent they're on. By bending the elbow across the hips you're subjecting the weak joint to the leverage of two strong forces, the pull of your thighs on the opponent's shoulder, and your hands on his wrist. With even just a little effort the user can destroy the elbow, effectively breaking the arm.

Stage 3
This stage focuses more on combinations and violent strikes to take down an opponent. In it the user learns how to set an opponent up by giving them a very quick but almost harmless strike to push them off balance. This in turn becomes the perfect setup for many of the throws the style uses. Speed and strike training is thus needed so the user can land a strike quickly, or otherwise move across a great distance in an instant.

Wrist Throw
Description: This is used as a counter for a punch, but can also be used once simply grabbing an opponent's wrist. After delivering a quick strike to either push the opponent off balance or promote them to strike, the user takes a half-step forward to meet and grab the oncoming attack before it can build up any speed or strength, making the opponent's strike useless. From here the user can either pull the grabbed arm over the opponent's head while the other hand pushes down on their face to ultimately throw them backwards onto ground, or they can shift past their opponent and swing the arm down. The pain thus causes the person to instinctively flip onto the ground rather than let their arm break out of its socket.

Violent Vibration Combo
Description: A fast charging technique where the user brings both hands up to their face like they're about to swing down with a katana, and then blast forward to strike down on an opponent's head. The user creates a soundwave of vibration from his hands to rattle the brain of the opponent, and because it is a vibration it can pass through just about any kind of head armor the opponent might be wearing. Hitting the head with the right hand vibration first before quickly following with the left, the user makes the opponent's head get battered bouncing around inside their own armor. While using this technique on an unarmored opponent can just as well cause them a lot of pain and dizziness, using it against an armored opponent in this sense will leave them unconscious.

Phantom Double-Feint
Description: Same thing as the single feint only the user shifts once more to either get behind the opponent, or fake them out when the opponent turns to try and see them. Has a 5-post cool down during which Phantom Feint also cannot be used.

Full Moon Takedown
Description: User grabs opponent's shoulders with both hands and flips them several times in mid-air. The users hands almost appear to multiply as they sustain the opponent in the air and in this constantly flipping circle, the likes of which is so controlled and so fast that the opponent's colors blend together into a full eclipse, giving the technique its name. The pressure placed on the opponent from being pulled through the air keeps them from moving or thus breaking the hold if they are the same rank or lower than the user. For a finisher, the user finally lets the opponent flip head first into the ground and follows their own momentum to flip with the opponent and slam their leg into the opponent's throat, chest, or face for a powerful finishing kick, the likes of which are also usually followed up by stomping on the kicked area as the user lands back on their feet. Even if an opponent finds a way to stop their spin, the following kick from the user will almost certainly reach them amidst the struggle. Requires both hands.


Digit Dislocation
Description: A notoriously sadistic move where the user grabs either the hand or finger of their opponent, and then by raising it up and snapping it down, dislocates the hand from the wrist or otherwise breaks the finger. While this would be painful enough, the sadistic part comes from the user's tendency to hang onto the hand or finger once the damage is done, and then continue to move it around, causing tear-jerking pain and agony to the victim.



Anaconda Bite
Description: Used when an opponent throws a punch, the user shifts their position and shoots their same arm of the corresponding side out. Then as their arms are about to collide the user snakes their arm around their opponent's to both lock it up and pull the arm into their armpit, which they squeeze down to imprison the arm. The user's same arm grabs into the opponent's shoulder, completely disabling the arm from moving. Then all in one violent motion the user pulls his arm back, moving down the opponent's arm and dislocating every joint in it down to the fingers. The victim will be pushed into a violent fit of agony from the pain and will be unable to move their destroyed arm.



Brain Scramble
Description: User stomps or otherwise puts their foot or hand on an opponent's head and then their limb seems to vibrate from how fast and powerful the user moves it. Even a small tornado of wind can be seen wrapping around their limb. Really the user is throwing the opponent's brain around so quickly and with such close proximity that their brain bounces around their skull like a pinball, causing an instant concussion and even possible death if they're not treated for their several concussions.

Pain Chain
Requires: Human Pretzel
Description: Same thing as the Human Pretzel technique but this time the user locks multiple enemies together in a bundle of limbs. Same limits as the Human Pretzel apply, and escaping is impossible from within.

Graceful Whirlwind
Description: User grabs either the opponent's throat or collar of their shirt and spins them horizontally off of their feet so quickly that the pressure placed on the opponent from being pulled through the air keeps them from moving or thus breaking the hold. To the outside eye all they would see is a blurred form of the opponent and a sudden twister that seems to be formed from the user. Its ends when the user finally slams their opponent's head into the ground, which can easily break the necks of even those trained to handle head trauma. Can be done with just one hand if Adept.

Stage 4
The final stage of Juijitsu marks the growth into a true master. Incredible and seemingly inhuman techniques are used that baffle the mind, and yet the user can often pull them off so effortlessly they no longer seem human at all. As a grappling master the user can thus grab and easily dislocate most limbs it can grab, making most attackers think twice before stepping within range of the user's reach. Training is taken to extremes and while it is left up to the user it must require them to rise to great levels of balance, speed, and strength.

Phantom Step
Requires: long pants
Description: An ancient jujistu technique that tricks the opponent into thinking the user disappears by having the user stay in the opponents blind spot. The user wears long pants to hide his knee movement and make an illusion of his center of gravity, when an opponent strikes they will be just a few inches off. He then enters the opponent's blind angles and makes use of the opponent's slightest movement to throw him. While the opponent thinks the user is gone and tries to retreat the user can surprise the opponent with a surprise attack. Lasts 2 posts, and has a 3 post cooldown.



Dark Whirlwind
Requires: Guillotine Choke
Description: Can also be used during a Guillotine Choke already in progress, but usually the user strikes the opponent to force their head down and then instantly capture them in a Guillotine Choke. Using a quick and sudden spin the opponent's neck either breaks or they are simply made to pass out before the user spins them around through the air for up to 3 rotations before slamming their head into the ground.

Counter Grab: Infinite Regenerating Circle
Description: This is a really fast attack that is used as a counter-measure to being grabbed in the wrist, using this grab as a way to repeatedly throw the enemy headfirst into the surrounding environment so fast that the opponent's brain doesn't have enough time to recover from the shock of the throws. Even when the opponent instinctively lets go afterwards, they would have already been thrown multiple times.

Graceful Death
Description: A frightening technique in which after grabbing their opponent's hand or wrist, the user jumps high into the air and flips forward several times, pulling their opponent along for the ride. The flips come so quickly and the pressure placed on the opponent is so great from being pulled through the air that they cannot move. The user gains height with each flip until finally they stop when they pull the opponent up and stomp on their face with one foot, the force of which is also so great that they are both sent straight down to the ground. The user's foot remains on their face until after they hit the ground, so the opponent's head gets crushed between the ground and the user's foot. This attack can be extremely deadly if the user wishes it, and deep cracks are left in the ground after the terrible impact.

 

Hiro the Herp

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Hiro the Herp

Dedicated Zealot

5,550 Points
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PostPosted: Mon Jun 11, 2012 6:02 pm
Wing Chun
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The best defense is a good offense. Wing Chun is the fastest and most aggressive punching style around, choosing to consistently advance and have a fist in the enemy's face at all times rather than entertain exchanging blows. It is a machine-gun punching style that constantly lays down a barrage of strikes in rapid succession, and even higher ranked opponents will have great difficulty escaping their assault. That being said the power of Wing Chung punches are weaker than most other styles since the punches come straight from the elbow to strike faster rather than sacrifice the speed for the power that comes from the shoulder. Still, while one punch may not drop your opponent, thirty will shake them to their core.

Stage 1
The first thing any student of this style learns is how to chain-punch. Like a machine-gun, you don't use just one shot but a chain of strikes. Wing Chun punches are designed to be very fast and very straight so they come straight out from the chest to their opponent, bridging the closest gap possible. After punching your fist doesn't come back to your chin to guard like a boxer would, it only comes back to the forearm of your other arm as that other arm punches. So you create something of a windmill effect where one arm punches as the other arm pulls back to the point where you're always punching and you always have something in your opponent's face. Despite how fast the punches are supposed to be the training is actually done very slowly. Accuracy is key to the style so you practice the punches slowly along the body's center to ensure that you hit them exactly where you want to. This takes hours of practice even for talented fighters like yourself so make sure you train in a quiet place with a lot of time on your hands. Also, striking pads is necessary as it helps build up the toughness of your knuckles without breaking them from the number of times you'll be striking.

Shifting Punch
Description: The user rotates their shoulders to the side, useful when dodging an attack aimed at the center-line, and counters with a single swift punch to the opponent’s face or throat. Because they are striking the opponent while they are still trying to strike the user, the opponent has little chance of dodging this strike.

Straight Blast
Description: A simple chain-punch combination that can dish out a lot of damage very quickly. Once in close range the user first unleashes 3 or 4 chain-punches to the opponent's chin/throat before bringing closing with a powerful elbow. All the while to user moves forward with their punches to blast the opponent off balance and finally send them to the ground with the final blow.This technique can also be linked up well with a close ranged kicking maneuver immediately afterwards.

Lunge Punch
Description: A fast advancing move where the user lunges up to 15ft into an opponent's space and strikes them with a straight punch to the face, sending them tumbling back. Chi propels the user so fast that there appears to be 3 after images behind him, and if this is the only skill used in the post then the user can lunge into the opponent before they can counter (only against same or lower ranked opponents). Three post cool down.

Stage 2
This stage introduces the defensive and reflexive training of the style through the art of Chi Sao or "sticky hands". The idea is that the user sticks their hand or wrist to their opponent's, and by keeping it there they can reflexively block any attempts the opponent makes to hit them with that arm. By nature tactile information is received by the brain much quicker than visual, so by simply feeling the push or pull of the opponent's energy they can react to it far quicker than they could ever do with their eyes. This is done through partner training, where the fighters practice sticky hands against each other to build their reflexes. Once learned the fighter can perform techniques that both attack and defend against an opponent, all in the same simultaneous motion.

Intense Friction
Description: While the user’s forearm is connected to their opponent the user vibrates the energy around their arm so quickly that it causes burns on direct skin-contact, giving your opponent something of an indian burn. It doesn’t cause any major or permanent damage, as its purpose is to either harass your opponent or create an opening for attack when they pull their arm away from the pain.

Palm Block Counter
Description: The user deflects a single punch or kick attack up to C-rank with a twist movement from their palm/forearm, while striking their opponent simultaneously with their other fist. Lasts two posts.

Snap Strike
Description: After blocking a punch with the corresponding arm the user snaps their wrist out to strike into their opponent’s body, thus blocking an attack and countering with a strike in the same motion.

Encircling Palm Strike
Description: After blocking a punch with the corresponding arm the user encircles their hand around the opponent’s arm, leading into a natural palm thrust to the opponent’s midsection. It has the same principle as the Snap Strike only the palm strike pushes the opponent away with the thrust.

Sticky Hands (Chi Sao)
Description: User places their hand/wrist/forearm against their opponent’s hand/wrist/forearm on the corresponding side. So long as the touch is maintained the user can deflect any attacks that try to come from the arm they are blocking. It can be difficult to break free due to the users strong grip on the target.

Trapping Hands
Description: The user grabs the opponent’s arm just above the elbow and pins it against the opponent’s chest so the opponent’s arm extends out to its opposite side. This keeps the opponent from being able to strike at the user or advances towards him, as simple pushes on the arm/chest of the opponent knocks them off-balance and thus negates their attack. Also their other arm can’t get enough range to punch the user as the lock prevents them from turning their shoulders enough to reach. An excellent technique for stopping enraged opponents.

Stage 3
This stage concentrates on the kicks of the style. Just like its other principles everything is built for speed, so there aren’t any flashy spinning or flying kicks here. In fact, none of the kicks ever reach much higher than the waist of the opponent. This is because in those other styles kicks are used to keep your opponent at a distance, but in this style you want your opponent as close as you can get them so instead the kicks are used to mock, provoke, or stun the opponent. Also, while in most other styles the kick is used mask a punch, here it works the opposite and the punches are used to mask the low kicks, adding to the frustration of your opponent.

Intercepting Front Kick
Description: When an opponent tries to throw a round-kick or a variation of the sort that is C-rank or under, a quick front kick from the user strikes their exposed thigh and stops the strike before it can hit the user.

Front Heel Kick
Description: In most styles a kick is often used to hide a punch, but in this move it works the opposite way. The user blocks an attack with their arms while striking out with a front kick to the opponent’s mid-section roughly the same time. This kick is not used to push the opponent away or heavily damage them, but instead its power is used stun them for an instant and give the user a chance to strike back. If this move is combined with an attacking skill in the same post it is used, ignore the energy cost of this skill. 2 post cooldown.

Double Stomp
Description: The user strikes their foot out to give a quick stomp on the opponent’s kneecap. If the opponent has placed their weight on the target leg, then this stomp may break their leg. If the opponent tries to step back or retreat from the first stomp, done using the inside of the user’s foot, then the user can quickly stomp the opponent’s other kneecap with the outside of their foot to harass and push the opponent off balance.

Stomp Kick Combo
Description: The user strikes their foot out to give a quick stomp into the opponent’s kneecap using the inside of their foot. If the opponent has placed their weight on the target leg, then this stomp may break their leg. The user then turns their foot and strikes the opponent’s midsection with a side kick. This is an effective combo because once the stomp breaks the opponent’s balance the side kick will make them fall.

No Running!
Description: Most efficient when an opponent is charging the user, but can still be used regardless, the user hits the opponent’s midsection with a stunning front kick to stop their advance. Then while the opponent’s body is stunned the user can either trip-throw the opponent to the ground by pulling their striking leg back to sweep the opponent’s front leg, or they can stomp down on the opponent’s kneecap instead to push them off-balance. This technique can be made B-rank for B-rank cost instead of C-rank.




Stage 4
The final stage teaches the user to become so quick and adapted to the chain-punch that they can now use it with only one fist. Furthermore their Chi Sao practice reaches its height in being able to be used in complete darkness. The user no longer needs to see the opponent’s arm in order to predict its next move. Training for this stage is taken to a more challenging level. The user must first surround themselves with candles, with those candles as the only light. Then one by one the user must punch the lights out of the candles using only one fist. They have only a single second to punch out the lights around them. Once the user can blow out ten candles in a single second, they will be ready. After that the user must put on a blindfold and spar using only the Chi Sao technique only to see their opponent. Finally the user must practice on a wooden dummy until it breaks, proving that their forearms are now stronger than the thick wood of their practice dummy.


Dirt Pound
Description: This is used when the opponent is already on the ground and the user is still standing. The user positions themselves behind the user’s head and chain-punches their face and stomach repeatedly until their blood becomes the dirt beneath their head. Once the first punch connects it is very difficult to escape because the punches come too quickly for the opponent to recover from the strike, as is the purpose of chain-punching, and if they try to shift away the user simply shifts along with them while never ceasing their punching.

Down to the Ground
Description: The user takes a strong stance from which no move D-rank and lower can shake them and lets loose a long barrage of chain-punches to their opponent’s chest and solar plexus. They strike so quickly that the opponent’s body can’t recover from the blow before the next, so much so that they can’t even move backwards which leads the user to keep punching them until the opponent’s shaking body finally falls backwards to the ground. For a few moments even after the user stops striking the opponent’s body will still shake as it desperately tries to keep up with the blows.

100 Punch Riot
Description: In the span of a few short seconds the user lets loose a mad explosion of aggression and unleashes 100 chain punches into the opponent. The strikes come so quickly that they blur together with the others and at one time it can seem like ten different fists are coming at the opponent which makes it near impossible to dodge completely unscathed. If a person were to take the full force of this attack, nearly every bone in their mid-section up through their face would be broken. Requires both hands. 4 post cooldown

Gut Buster
Description: Using only one arm the user chain-punches their opponent’s stomach at blinding speeds, knocking the breath out of them and probably causing them to lose their lunch.

Demonic Advance
Description: Much like the 100 punch riot, except now only faster. Each of the user’s arms goes into overdrive and unleashes 1,000 super-speed punches into their opponent, with each punch pushing the opponent further and further back as the user advances. Even if the staggering amount of the blows does not do the opponent in, by being able to push them back the user can creatively push their opponent into a position of their choosing.

 
PostPosted: Mon Jun 11, 2012 6:05 pm
Drunken Fist
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The Drunken Fist, also known as Zui Quan, is a category of techniques and forms combined into a style that it is meant to mimic the movements of a drunkard. These movements become highly unpredictable in battle, even more so than Capoeira, and this is only heightened by visibly drinking before or during the fight. Drinking is very important to the style as it does two things. One, it coaxes your opponents into underestimating you based on what appears to them to be clumsy, off balance movements when in actuality the user is perfectly balanced at all times. Two, the alcohol relaxes your muscles and makes it easier to perform many of the style's flexible movements with increased strength.

Rules of the Style
-After drinking for a number of posts (based on what alcohol your character drinks) your character will become "Drunk". In Drunk mode the power of all skills of this style are increased by 1 rank.
-While in Drunk mode all other sub-style attacks become sloppy and are weakened by 1 rank.
-Can use while not drunk, but not as effective, also you'd look stupid.


Drunken God Lu, the drunkard with inner strength & Drunken God Li, the drunken cripple with the powerful right leg
In this style the user focuses on building their core and abdominal muscles, as well as learning the basics of fighting while drunk. After this stage is mastered the user's drinking will not be interrupted by normal attacks to the stomach or chest. Training is done by hanging upside down with a large bucket of water atop where the feet are, and two smaller buckets of water by each of the user's hands. With just two tiny sake cups they are to fill up the empty bucket at their feet with the water from the buckets below. When the bucket is overflowing with water the user will either be dead from exhaustion or have the required abdominal muscles for this style.

Returning the Goods
Description: After taking a swig of alcohol and being hit in the chest or stomach the user sprays the liquor into the opponent's face and eyes. The attack from the opponent is absorbed (only if D-rank or lower) so it doesn't hurt the user at all. The user can also use this attack normally, without being hit if they want. They can spray the alcohol up to 12 ft.

Stumbling Takedown
Description: User stumbles around a strait forward attack and falls into an opponent, embracing them like their hugging. Meanwhile the user plants their foot behind the opponent's knee so when the opponent tries to back away they lose their balance and bend backwards instead. They might fall on their own, but just in case the user delivers a quick barrage of punches to their stomach and chest to knock them to the ground quickly. This prevents the opponent from trying to grab and drag the user down with them.

Drunken Fall
Description: User stands straight and then purposely falls either forward or backward to unpredictably headbut an opponent on the way down, or possibly fall on an already downed opponent with a lot of force.

Loopy Worm
Description: Usually a follow-up to the Drunken Fall, the user flops forwards and slams down on the opponent with both fists as they try to crawl or roll away. They can do this up to three times before the opponent gains enough momentum to avoid the hits. Additionally, this move can be used to make the user squirm in or out to just narrowly avoid an attack.

Wine Wheel
Description: On the ground, the user repeatedly swings their right leg around their body 360 degrees at a low angle to sweep the ankles of multiple opponents.


Drunken God Jun, the drunkard holding a pot in his arms & Drunken God Lan, the drunkard with the sudden deadly waist attack
After mastering the basics the drunken fighter learns how to fight using wide and obtuse angles. As a stance the user usually stands with their arms outstretched from their body with their elbow joint pulling in so it literally looks as if the user is holding a large pot of mead or wine, even if they're not. A part of moving in this way also includes lots of hip movements to balance out the weight of the 'pot', so the user trains to attack using their hips and clever footwork. For training the user will wrap three long bands of bungie-jump rope around three posts and tie one to their hips and the other two to their wrists. Then the student must train tirelessly to pull the posts out of the ground using their strength alone. This usually leads to many hilarious and embarrassing moments as the user pulls against the post with all their might only to launched back into the post the moment they tire out.

Head Hula
Description: User grabs the sides of the opponents head while arching their arms in the wide circle of the Jun stance, and quickly rolls the opponent's head around their arms in a never ending loop (like a hula hoop). The move itself doesn't do any damage but it makes the opponent disoriented which leaves them open to a more powerful attack. Even after the attack the opponent will continue to be dizzy for 2 more posts.

Gin Ground-slam
Description: After knocking an opponent to the ground the user flips forward and lands on their back, slamming them back into the ground while the user takes the drink. Because the weight can do more damage, if the user is holding a heavy pot this attack will do average damage. By the time the opponent tries to roll away, the user will have planted their feet on the ground and will often continue to drink from the same position.

Sake Spin
Description: User kicks at an opponents side or kicks an attack out of the way before spinning down with the motion by dropping to one knee and continuing to spin into the opponent, hitting them in the groin or gut with their swinging wrists/fists along the way. With their sudden hip swings propelling their spin and arcing fists apart in the Jun stance, the user can keep spinning and hitting the opponent until they collapse. Usually afterwards the user is so dizzy from the spins that they fall down too.

Rum Rebel
Description: User suddenly bends the upper half of their body back to surprise attack an opponent with a series of rapid drunken punches. Very effective against opponents attacking from behind, or if an opponent thinks they have you turned around.

Whiskey Waterfall
Description: A grab move where the user grabs an opponent from around their neck and hip like a large pot and lifts them sideways up onto their shoulders. From there the opponent can't do much but flail around while the user walks up to the highest point they can reach and then dumps the opponent behind their back to hit the ground hard.


Drunken God Chan, the drunkard with the swift double-kicks & Drunken God Tso, the drunkard with the powerful throat lock
This stage features the impressive footwork and two-legged attacks taught by the Drunken God Chan, as well as the unbreakable vice-grip of the throat lock which will ensure that no man will ever take your drink away from you. Training includes crushing a whole barrel of macadamia nuts using only their fingers to build grip strength. Also the student must tie their feet together several days to master the double-kicks. After this stage is learned it becomes nearly impossible for someone to pull the student's drink from them.

Tequila Tumble
Description: User locks both arms behind their back and flips forward across the ground using the top of their head instead. This puts them closer to the ground when they flip, and can easily uppercut an opponent with the legs when they're flipping away from them or smash down overhead if the user is flipping towards them.

Lighten Up
Description: User grabs the collar or side of the shirt from an opponent and then grips and jerks the shirt so hard that part of it rips off as it throws the opponent to the ground.

Champagne Supernova
Description: User launches themselves forward off the ground with both legs, spinning in the air to tackle into an opponent with incredible force. Because of their swift double-leg technique this attack can launch the user well over 15ft in a single direction, and is often too fast and unpredictable for an opponent to properly block in time. 3 post cool down.

Down the Hatch
Description: Like in Rum Rebel the user will bend backwards to surprise attack an opponent. Only instead of punching them the user will attack with a sudden throat lock and possibly rip out the opponent's jugular if the lock isn't immediately broken.

Vodka Vice
Description: Channeling a large amount of kinetic energy into the throat lock a user is able to attack in a menacing way where they literally pinch and tear out flesh and muscles from an opponent's body. Lasts 3 posts.


Drunken God Han, the drunken flute player of the powerful wrists & Drunken God Miss Ho, the drunken woman flaunting her body
These last stages focus on refining the student into a master. First is through hardcore training on the wrists, the key to the style's punches and strike-grabs. The second is by teaching the true mark of a master, innovation and humility. I say humility because acting like a drunken women is often too humiliating for students to take seriously, but on the plus side it opens up a creative set of powerful techniques that combines the skills of the other Drunken Gods. It truly takes a man without any pride at all to master this style.
While one focuses on weights and the other footwork, the training of this style is taken to yet another new extreme. A partner of some kind is required for this training. While heavy prison balls are chained to the wrists of the students, the partner also ties and controls two ropes to their ankles. Then the partner guides and pushes the student's feet through the appropriate stances and techniques. A wrong step will easily push the student off balance and send them crashing to the floor. Because fighting with your drink in hand is essential to the style (hence the reason to attack with the wrists), the student must also hold a cup of liquor in each hand while training without spilling a drop. As a bonus to the student they get to drink what they don't spill.


Naughty Boy
Description: User makes girly giggles while tiptoeing away from an enemy advance to change pace and direction, which then causes the opponent to give chase. Then when they get near the user suddenly stops and thrusts their hips into the opponents stomach to knock the breath out of them.

Woman Sitting on Toilet
Description: User jumps up with both legs pointing up to slam onto a downed opponent with their butt. Its a risky and embarrassing move but one that deals a lot of damage due to its aerodynamics. Deals moderate damage.

Putting On Make-Up
Description: User rubs their hand in the opponents face, distracting them and blocking their vision before the other hand slams on top of the other to break the opponent's nose and send them hurling away.

Brandy Bashing
Description: User continually falls into the opponent while delivering a number of elbow attacks to their head as their twist and turn their body around them. With the user in so close its difficult for an opponent to counter, and if they try to break away the user easily turns their angle with the opponent to keep falling into them. Can last up to 3 posts, but the Elbow attacks only deliver moderate damage.



 

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PostPosted: Tue Jul 10, 2012 10:43 pm
Way Of The Iron Monk
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"No matter how hard he may try, a man cannot simply punch iron and be victorious."


Note: This style is mostly defensive. It does not have much offensive abilities. If you're looking for a style that is mostly offense, you may want to look elsewhere. The Extreme Conditioning skills in this style are not only optional but aren't required to master a stage. You also can use most of these skills with a weapon.

Stage 1:
The first stage of this style is about avoidance and reading your opponent. You will also learn the basics of controlling your bodies tolerance to impact and pain. To train this stage you must concentrate on everything around you while you hold large weights on your shoulders. The training is complete when you cease feeling the weight and can fully focus on your surroundings.

Read Movements
This technique does nothing than increases your reaction time by allowing you to read the movements of your opponent and then react. Simply put, when using this skill you are able to read any attack equal to or below your rank. Every post you use this in you must pay the chi cost for it.

Evasive Stance
You get into a stance that allows you to react quickly to oncoming attacks. However, you have to have Read Movements active. While active you can dodge a single incoming attack as if it were one rank lower for each cost of energy you spend on it. Cannot dodge an attack that is two ranks above your rank. You cannot attack when using Evasive Stance.

Expose Weakness
After dodging three attacks in a row you can activate Expose Weakness to figure out where and how to strike most effectively. This has a five post cooldown and you cannot strike in the same post that you use Expose Weakness in. After using Expose Weakness, you cannot use Read Moments or Evasive Stance for two posts. The energy cost doubles each time this is used in the same fight.

Extreme Conditioning: Stage One
This ability is passive once learned. It also takes twice as long to learn. This ability grants the user the ability to ignore minor pains. Small cuts and bruises mainly. Does nothing to stop the bleeding or actual bodily harm however. Permanently reduces max chi by 10 once learned.

Hardened Fist
The user focuses their chi and punches. The focusing of the chi not only hardens the fist for impact, but for protection. Allowing the user to essentially punch anything with the hardness of flesh as if it were nothing. This will essentially increase the power of your punches by roughly twenty-five percent. Costs energy for each use, cannot be used more than twice in a row without having to wait two posts.

Stage 2:
The second stage of this style focuses on defense and blocking attacks as well expands on your pain tolerance. To train this stage of the style focus on breathing and chi control. If you have a partner you can have them take punches at you. If not lift weights while concentrating on your breathing and chi control.

Defensive Stance
When activated this allows you to block an attack as if it were one rank less than it actually is. Essentially decreasing it's overall effectiveness. While active you can block a single incoming attack for each cost of energy you spend on it. Cannot block an attack that is two ranks above you.

Hold Your Ground
This is an ability that allows you to take a hit that would knock you back and negate the knockback effects. This cannot be used more than once every two posts.

Come and Get Me
The user taunts an opponent who is in combat and not attacking them. This forces the opponent to attack them for one turn. Cannot be used more than once every two turns.

Extreme Conditioning: Stage Two
This ability is passive once learned. It also takes twice as long to learn. This ability grants the user the ability to ignore more pain than the first stage. Larger cuts and bruises, fractured bones, torn muscles. Does nothing to stop the bleeding or actual bodily harm however. Permanently reduces max chi by an additional 15 once learned.

Stone Fist
The user focuses their chi and punches. The focusing of the chi not only hardens the fist for impact, but for protection. Allowing the user to essentially punch anything with the hardness of stone as if it were nothing. This will essentially increase the power of your punches by roughly fifty percent. Costs energy for each use, cannot be used more than twice in a row without having to wait two posts. Requires and replaces Hardened Fist.

Stage 3:
The third stage of this style starts getting into utility and a bit of offense. You mainly focus on preventing the opponents ability to land an attack.To train this stage you must do some training with leg and arm weights while doing various exercises.

Quick Disarm
Utilizing your training in reading an opponent you gain the ability to disarm an enemies weapon. You must be using Read Movements. You cannot use this skill on enemies higher rank than you. Cannot be used more than once every ten posts or it can be used again if a different fight encounter has been initiated and the previous one is over.

Bending Deflect
By utilizing your training in blocking and dodging you are allowed to deflect a bending technique. Must pay additional chi for the rank of the deflected attack. Cannot deflect a technique above your rank. Cannot be done more than once every three posts.

Heroic Leap/Agile Flip
This is a two part skill. The first half called Heroic Leap allows you to leap to an opponent up to three meters away. While leaping you are almost impossible to target unless by someone of a higher rank. Then you land you release a small shockwave one meter in radius, equal to novice rank. The second part called Agile Flip allows you to flip out of the way another three meters, giving you the same targeting immunity as Heroic Leap. Must be done right after Heroic Leap, and if done you release a smaller shockwave of half a meter in radius, equal to adept rank. You have one post to use Agile Flip before the skill goes on cooldown.. This has a one post cooldown, two if you use both halves.

Extreme Conditioning: Stage Three
This ability is passive once learned. It also takes twice as long to learn. This ability grants the user the ability to ignore even more pain. More severe cuts and bruises, fractured and minor broken bones, torn muscles, and some internal injuries. Does nothing to stop the bleeding or actual bodily harm however. Permanently reduces max chi by an additional 25 once learned.

Bronze Fist
The user focuses their chi and punches. The focusing of the chi not only hardens the fist for impact, but for protection. Allowing the user to essentially punch anything with the hardness of bronze as if it were nothing. This will essentially increase the power of your punches by roughly seventy-five percent. Costs energy for each use, cannot be used more than twice in a row without having to wait two posts. Requires and replaces Stone Fist.

Stage 4:
The final stage of this style takes everything you have learned from the first three stages and refines it. To train this style meditate while wearing weights and holding a large weight on your shoulders. You may also want to do various exercises.

Guardian
This skill allows you to move with blinding speed to block the attack that was targeting an ally within five meters. You pay chi cost for the rank of the blocked skill as well. This cannot be used more than once every ten posts.

Sunder
By mastering your ability to study your opponent you gain the ability to strike their armor, weakening it. If you sunder the same area twice it begins to break. Three times and it does break. This cannot be used once per post, and cannot be used more than twice in a row before it has a three post cooldown.

Untouchable
This skill allows you to enter a zen-like state causing you to essentially see everything at once. This allows you to dodge and/or parry virtually all attacks for three posts. Once the three posts are up none of the skills but the the bronze/iron fist skill becomes unusable for two posts. This has a ten post cooldown.

Extreme Conditioning: Mastered
This ability is passive once learned. It also takes twice as long to learn. This ability grants the user the ability to ignore more pain than the first stage. More severe cuts and bruises, fractured and broken bones, torn muscles, and internal injuries. Essentially as long as you're able to breath and stay conscious you can ignore the pain. Does nothing to stop the bleeding or actual bodily harm however. Permanently reduces max chi by an additional 50 once learned.

Iron Fist
The user focuses their chi and punches. The focusing of the chi not only hardens the fist for impact, but for protection. Allowing the user to essentially punch anything with the hardness of iron as if it were nothing. This will essentially doubles the power of your punches. Costs energy for each use, cannot be used more than twice in a row without having to wait two posts. Requires and replaces Bronze Fist.
 
PostPosted: Mon Nov 10, 2014 1:01 am
Chi Blocking

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History: Created by monks as a non-violent form of stopping your opponent Chi Blocking was taken to new hieghts by the fire nation gymnast Ty Lee. By picking out the different pressure points across the body the user of this form of fighting can disrupt the flow of energy passing through these points effectively paralysing the limb in question. Ty Lee also found that hitting these points also disrupts the opponents bending, which is the reason why it is used so much by the Equalist Movement. This connection to the anit-bending group has made it seem that anyone who practises this style of combat is connected to this group.

Rules:
- Can only chi block one limb per post.
- Can not be a bender.
- Chi Blcoking does not work against a foe in metal armor. Though the attacks can still hurt the energy flow won't be disrupted.


Stage 1:
The first stage of chi blocking is fairly basic and easy to grasp. By learning where the pressure points are the user can block the chi energy to the limb. However at this stage the moves aren't very fast or accurate. Chi Blocking effect lasts for 1 post.

Four Stroke Points; the most basic technique in the chi blockers arsenal. This attack strike for points on the part of the body you target and block off the chi energy.

Fire Ferret Paws: A fast palm strike used to throw the opponent off balance.

Sparrowceet Claw; This pinching strike is very effective as the user twists as they strike causing the muscles in the striked area to strain. this can cause a fair bit of pain for a few minutes if the muscle is relaxed. But if it is still in use then it can last for some time.

Turtle Duck Shell: named after how the hand is positioned like that of a duck's head, this move is used to push the opponents hand upwards and deflect a blow.


Stage 2:
Faster then the first satge, stage two users are also much more agile and can bend further than before. Although still not perfect the second stage is still fairly effective. Chi Block lasts for 2 posts.

Sea Raven Drop; This move is a basic jumping axe kick, but adds a back flip to increase the power of the strike.

Eel Hound Trip: With this technique the user slides between the opponents legs and grabs them, causing them to fall.

Tiger Dillo Claw: This advanced version of Sparrowceet Claw is much more painfull. Rather than straining the muscle this move actually tears it. The pain is much worse and can take some to heal properly, during this time any unnecesary strain on the muscle can cause even more damage.

Seven Strike Take Down: A follow up move to Four Stroke Points. After performing the first four strikes to disable to target area the user then performs two more on the legs then a final one on the abdomen in order to not only knock the opponent down but also wind them.

Stage 3:
The third stage of Chi Blocking is the level used by most Equalists. It is very fast and very effective but still not perfect. At this stage the user is also much more flexible allowing for free-er movement. Chi Blocking effect last for 3 posts.

Buzzard Wasp Sting: A tough move which strikes a single pressure point near the neck that causes the body to spasm for a moment. Although it won't harm the opponent it can give the user a second to strike.

Wolf Bat Fangs: This dual chop attack strikes at two sides at once, be it the neck, arms or legs. This can be painfull even if the opponent is blocking.

Spider Snakes Prey: After getting the opponent into an arm lock the user then strike the lower half of the neck, knocking their opponent out. Unless the opponent knows about this move then they will be knocked out, but if they do know it or have experienced it before they can prevent themselves from falling unconcious.

Eight Gates Of The Body: By punching these eight pressure points rather then jabbing at them the user can cause sevre muscle damage to the opponent and render them helpless.

Stage 4:
The final stage of Chi Blocking has only ever been mastered by Ty Lee and the Equalist leader Amon. The speed the user now possesses is unmatched by any fighting style and they can now bend their bodies in all manner of positions. it has even been known that stage four masters can even use their feet to block chi energy. At this point the effect of Chi Blocking is at its maximum of 4 posts.

Divine Dragon Spear: A very fast move where the user can actually dislocate a limb with a single strike. The point being to subdue their opponent rather than kill them.

Komodo Rhino Thrust: An uppercut attack with a difference. Instead of using a fist for the strike the user uses the normal two fingers of a Chi Blocker. this makes the attack far more dangerous as if used on a weakened opponent it can crush their wind pipe.

Cat Owl's Wing: A defensive technique where the user moves forwards as the opponent punches, grabs their arm beneath thier own and twists, causing the arm to lock in place.

Final Fate: The most powerfull move in the chi blockers arsenal. The Final Fate is a deadly mover where the user strikes exretemly hard at the heart of their opponent. This causes the muscles around the heart to contract and lead to a stroke. Unless medical attention is recieved the opponent is very likely to die.
 

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