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Shaolin Kempo training about to be underway. Rawk on. |
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For the next few years, I'm going to get off of my a** and start taking kung fu training again. More notably, the Law of the Fist- Kempo. Now, I know this is a Japanese mixture of Shaolin Kung Fu and Karate, but it's close enough to get a foundation on something. Not to mention that when I hit black belt (which I will inform you all of as time progresses), I get to go into full blown kung fu training without the Japanese influence.
Fun stuff? You bet. _____________________________________________________________________
Saturday, Sept. 16, 2006:
Going for my Yellow Belt today! I'm nervous.
Seriously, I am. If I get something wrong, it's curtains and I'll have to wait until next month. Frankly, I want to get it today... Because it would be awesome and I wouldn't have to wear that noobish white belt anymore. Sure I'm not somebody yet, but it won't be so damned embarrasing anymore.
Oh, well... Here goes nothing!
The Aftermath:
That had to be the most rigorous hour and a half I have ever had. Four came in with their original colors- one orange, one yellow, and two whites, one of which was myself. The first half hour was, I think, more of a test of endurance than anythng. Because damn, everything hurts right now. Still, it made the second half that much easier.
At 2:45 PM, PST, I advanced to the rank of Yellow Belt. Of course, everyone got what they came for, but I can't tell how the experience was from their point of view. In any case, how ******** sweet it is! You have no idea how difficult these belt tests are until you take them, but it's the best thing in the world to move a step up the ladder. _____________________________________________________________________
Monday, Nov. 6, 2006:
Guys, I've done it.
I've entered my first tournament. United Studios of Self Defense is holding its annual Northern California Regional Championship this Sunday. Damn... I'm psyched already. Hopefully the other three yellow belts in the class will be there. Not to mention all the awesome things that will go on... forms, full contact sparring, weapons, instructor-level stuff, the works.
Cheer me on, yo.
The Aftermath:
Sunday, November 12, 2006.
A day which will live in infamy. The representatives of USSD San Francisco all made the podium. Congratulations on a job well done, guys! Me? Well, I don't entirely want to brag, but since I posted this, I might as well post the results as well. Along with two other Yellow Belts in my class, we all made the top four and brought home the shinies.
My Result: 2nd Place, Yellow/White Belt Forms Status: Success Next Tournament: USSD Southern California Championship Date: TBA _____________________________________________________________________
Thursday, Dec. 7, 2006:
Happy Holidays, guys. Big day today- depending on how I do this evening in my private lesson, I may get invited to the big show. What big show? Saturday's Orange Belt exam. I have to make this one count, because this test will be the last one of the year. I don't want to miss out... so it's all or nothing this time!
The Aftermath:
I have a test to go to on Saturday, guys. blaugh
For a bit, I didn't think I'd be able to pull it off. I even misunderstood sensei Collins when he said that Saturday was a big day. I didn't know what to think, and I became a bit nervous. When I mentioned that I didn't know what was going to happen after the morning class, he said, "Didn't I mention you were going to be testing?"
Needless to say, this happened --> mrgreen
So cheer me on as I take a shot at the next evolution. _____________________________________________________________________
Saturday, Dec. 9, 2006:
Okay, this is the big one.
At 12:45 PM today, I'm going for another long, grinding test that's a two-hour stretch. Every strike, every kick, every Defense Manuver, and only one form. A form which will be critically judged for technique, accuracy, and strength on both blocks and strikes. I remember saying on Thursday, "Lord Help Me."
I say it again... Lord Help Me. sweatdrop
The Aftermath:
With his usually busy schedule, I didn't expect my dad to come to this one.
He did... and he saw me get another belt rank. Yes folks, after three months, Yellow Belt has come to an end. I can't say that I don't miss it, but I can't say that I'd prefer to stay one forever. In any event, I've moved up a step in the ladder... again! Seriously, if it's going to be this easy all the time, I might as well ask for my Black Belt now.
Kidding. It was hard as hell. This one actually made me sweat. But it was worth it, in the end. A fine and fitting end to the last test of the year! The only bad news was that not everyone got what they came for... Only about four, maybe five out of twelve testers got their ranks raised... it made me nervous. Sensei Collins does not fool around! gonk _____________________________________________________________________
Monday, March 19th, 2007:
Here's a break from the usual grind. Happy belated New Year, Valentine's Day, and St. Patrick's Day, by the way.
I have just recently signed up for a weapons course on the staff. Whee! Today, I'm going to be learning how to use this rather simple weapon in a variety of ways, and for the next ten private lessons at that. I'll inform you guys of how it goes afterwards, but this is a really exciting time!
After this basic little routine is over, I'm going to be learning how to use that same weapon, but in a different style. Shaolin style! Oh, that's gonna be crazy, to be sure. Watch this space!
The Aftermath:
The first few steps of the routine, as well as basic blocks and strikes, were practiced today at around 5:30 PM. I'm taking these classes every monday at the same time. Which is cool- gives me something else to do that day. Only problem is, I don't have my own personal weapon yet. I'll get one sometime this week, but for now I have to train with a twenty pound metal bar.
It's all good, though. What doesn't kill you... _____________________________________________________________________
Tuesday, April 10, 2007:
Well then, it's showtime again, folks.
The Spring Tournament is upon us. Next week, I'll be going for my next big, shiney trophy. There might be tons more people in the Orange Belt division that I have to compete against, and thus I will have to make myself stand out in a way that I didn't last time. Frankly, I'm scared. But the only way to control one's fear is to use it as fuel for the intended goal, right?
Right... still scared. Give me support, guys!
Form: Kata 1 Last Rank: Second Target Rank: FIRST! Date: Sunday, April 22, 2007 _____________________________________________________________________
Current Ranking: Orange Belt Next Rank: Purple Belt
Hugin the Raven · Wed Jun 28, 2006 @ 09:20am · 1 Comments |
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Just an idea for an RP. Don't mind me. |
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THE SANCTUARY The last bastion of hope for the Alliance.
If it should fall... all is truly lost.
Imagine one of the most serene places on this ruined earth. The last bastion of sanity left in a place that had none. What would you call it? Heaven on Earth? Eden reborn? A delusion?
Whatever one would claim it to be, it exsists. Within the mountain ranges east of the City, hidden from all but those who know of its location, it is a valley that is defended by the natural barriers of the gale force, 70 MPH winds and the sheer cliff faces. For those that can brave them and find the entrance...
A sacred place of sheer beauty and magnificence stands before the travelers. Pure waters that flow from the surrounding mountains, the snow melting in the surprisingly bright and warm sunlight, travel in every sort of direction, culminating in a lake that would be roughly the size of Lake Michigan. The waters, in turn, provide the soil with enough fuel to bring forth flowers and trees that seemed to be non-existant during the last days of the so-called "end of the world".
There seems to be enough food here to last one for months on end, as if the entirety of the 500,000+ square foot area were blessed with some magical property. Though it is simply the extremely fertile soil that provides this... it would certainly seem as if it were true.
The Shrine- In the middle of the lake, on an islet of sorts, there is a shrine of unknown origin. The white marble sparkles in the sunlight, untouched by time and decay. There seem to be several chairs and comfortable couches spread about in the expansive, hich-ceilinged building. An uncanny aura of peace surrounds it...
The Proving Grounds- Located on the east side of the lake, is surrounded by a dense, redwood pine forest. Resembling the equivalent of a traditional Japanese training hall, it is literally the last known remnant of the martial arts in the known world. The reinforced, two story structure is sturdy enough to include three fourty-five pound suspended heavy bags, though most of them are free-standing (affixed to a stand). Whatever equipment needed for any sort of training or physical contact can be found here.
The Meeeting Place- In an area west of the lake, there is a space that happens to be cleared out for protection against a massive outbreak of a fire. The reason for this is simple- an intricate, six foot tall stack of logs is piled up in the middle of this area and lit aflame at the last night of the extended stay, if any more than twenty people are within the grounds at any time.
The Dorms- Located in a network of underground caverns within the Southern Expanse of the moutains. Carved into the very moutain face itself are a series of living quarters lit by fires and with enough fresh air to last a good while. Heavily reinforced and ironclad in construction, it makes an excellent spot for any number of people to head off to sleep in. Doubling as a sort of orphanage for the younger members of the Alliance, it serves as an excellent and comfortable retreat for the night. Comfy beds, warm fires, and plenty to keep one entertained, which is a surprise this far out.
Defenses- A series of lookout posts and flash towers are speckled among the upper edges of the mountain range. Heavily manned and heavily gunned, they are the first line of defense and warning. When someone approaches who is unknown, two flashes are given from the tower that has the approaching party within sight. The message is recieved by the current commanding officer, who will provide tactics as needed, be they diplomatic or defensive.
The D.A.R.K. may or may not find this location at any time, so a three-flash system had been developed before hand. The tower with the incoming force would flash three times. A state of caution would come over the grounds, prompting an evactuation towards the Dorms as soon as possible. Security forces will take their places and stand ready to defend the Santuary if indeed an attack is mounted. Drills are performed twice a day- once in the morning and once before bed, for the sake of learning by repetition.
If the attack breaches the first line, a state of emergency will be instantiated, and a "weapons free" will be called on the grounds, thus enabling combat within the area at any time. Safeties are off and offensive tactics are employed.
If this does not work, the final stage is implemented and a call is sent to the commanding officers and overall top warriors of the Alliance, requesting immediate aid. From there, it's do-or-die time...
Hugin the Raven · Fri May 05, 2006 @ 04:22pm · 0 Comments |
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Runology- Definition, Uses, and List of Spells for Hugin. |
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Throughout my character's history, I have said that he has been skilled in the use of Norse Runes in order to cast spells in either a positive or negative light. Few of these have been used to date, and none have had a full explination. So then, I will try, in this journal entry, to delve into my mind and try to pull out some logical explination of how this stuff works.
Okay... so what is it?
Well in real life, runology is the study, interpretation, and translation of Norse Runes. Starting in around the sixteenth century, the study of Old Norse was a topic worth interest, and around then, people began taking a look at what they translated to in english. According to legends however, they were not just an alphabet- they meant something. Did something.
Used for divination and (possibly) magic, they are featured in many legends which portray futures being told in runes, though they are vague and undescriptive. In fact, there isn't anywhere in any Norse legends about the runes being used for a specific purpose, besides teaching people how to write and read.
But the fact that Odin himself learned the runes through his self-sacrifice... has to mean that the original nine runes were capable of awesome things.
All right then. So what use does it have in Gaia?
Plenty.
Most spells take quite a while to cast- they take focus, both of the mind and the energies around them; mostly energy that comes out of nature's spirits. However, runology is entirely different. The only thing you need to know is how to write it, what it means, and what it does. Trace the rune in mid-air or on any surface, apply pressure to it (Punch it, kick it, palm strike, finger touch, whatever), and bingo! Instant magic.
Now, when I say instant, I mean instant. This system is a fast-cast, no stress way to get your spells off without hassle. Of course, you could always do the original thing and charge up a few turns for something big, but then someone could whack you in the middle of your spell. These things are quick and efficient, and get straight to the point.
Okay... there's got to be a catch.
You're right. There's a price for everything.
As said before, you have to apply pressure to the rune that you drew in mid-air, or on the ground, or on someone's own body, or whatever. Applying this pressure into the rune has it absorb your internal energy- your very life force (or chi, ki, spirit, whatever) and turns it into something tangible.
That said, this drain can be taxing. It's inadvisable to cast these things over and over and over again. That said, in exchange for cast time, there is a delay time in number of your next few posts for every spell "in the book" here, so to speak. The higher up the ladder the spell is, the longer you have to wait for your next casting of any spell, period. ____________________________________________________________________
Okay, so now that the theory has been explained, I'll explain the spell list layout. Except for the definition, which contains the name and effects of the spell, there are three other facets to each description.
Element/Type : Skill Class : Delay
Now then, here's the deal with each facet.
Element/Type: There are nine elements- each one corresponds with the original nine runes. Earth, Wind, Fire, Ice, Thunder, Water, Light, Darkness, and The Void. Now, some would call this last one Chaos... others would call it creation. But the true word for it, I think, would be Spirit. It deals with both creation and destruction, and I thought it would make a nice focus for a set of potent magics.
That said, there are three types of runes you can cast. Assault, the use of which is obvious; Enhancement, which can be used to improve your performance or focus in a battle (or that of someone else's), but only once per cast; and Healing. Again, this is a no-duh zone here, though the effects are varied from toxin cleansing to curing actual physical damage.
So let's say you toss out an ice spell that's meant to freeze someone in place for... oh, I dunno, three turns. They become Breakable, Immobile, Slowed, things of that sort. It would be labeled as such:
Element/Type- Ice/Assault
Skill Class: This is where it all comes together here. I've placed each set of magics into three different tiers- three being the lowest, one being the highest. These tell you how much of a punch you'll be packing with a spell. Not only that, but they play a quite important part in determining the duration of effects for Enhancement spells, as well as the delay for any spell, period.
First Tier- The small stuff. These are meant to be quick and efficient, with as little strain as possible. But then again, there's always too much of a good thing, so always use every rune in moderation. This level of spells make great Enhancements for emergency situations when you just need that extra boost.
Second Tier- These are the ones that you'll probably be getting used to most of the time. Mid-range Assault spells are perfect for a fight, though they're a bit more taxing on one's energy. Throw one of these out after a few physical attacks and you'll see results out the backside. They make great Healing spells, and are the ones you'll probably want to stick with when trying to piece someone back together. For Enhancement, use one of these in the opening of the fight for maximum results. Why will be explained later.
Third Tier- These are it. The biggest, baddest, most fierce spells you can get. Destructive to a fault and highly volatile/potent, these are the things you use when all other options have run out. Due to the high strain one one's energy, it's suggessted that you use these once or twice per battle. The ultimate Healing spell? You got it. Need an Enhancement that'll last a while? Right here. Just gotta take a person out with one shot (or at least get close)? These'll do the job.
Going with the same example, let's say you really want them stuck to the floor or wall or whatever. Go for a Second Tier spell, which should keep them pinned for quite a while. Put them together, and what do you got?
Element/Type- Ice/Assault : Skill Class- Spell, Second Tier
Delay: This is directly affected by the Tier of spell you use. Here's the basic formula for how many posts you have to wait until you can cast again:
First Tier- 1 Post Second Tier- T1 +2 Third Tier- T2 +3
So then, you have this:
First Tier- 1 Post Second Tier- 3 Posts Third Tier- 6 Posts
Simple as that.
Ah, and there's one more thing that delay has to offer- no, don't worry, it's good. Delay determines how long an Enhancement spell will last! How about having your character boosted with the Enhancement of your choice for SIX TURNS? Awesomeness! Thing is though, the basic effect will still be the same potency. But hey, you get to do your thing at an above-average rate for longer!
So here's where it's all put together. Same example as the above two... so it's a second tier spell... which calculates to the total rune magic definition, shown here:
Element/Type- Ice/Assault : Skill Class- Spell, Second Tier : Delay- 3
Boom! There you go! Now all you need are a few well written definitions, and you're on your way! I'll post my list here later. Oh, and this is a little thing of mine that I decided to write here- it's an idea I'm cooking up for my character's new skill list. I have yet to update my sword attacks and stuff like that, but I'll get to it.
I'm trying to get my friend, who plays yet another Norse character, to use this. Cheer me on!
WooT!
Hugin the Raven · Sat Mar 11, 2006 @ 11:04am · 0 Comments |
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Feelings hurt... so what? |
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Let's be serious here... sometimes, even if you don't want a person's feelings to be hurt, you have to do so anyways. It's not pretty, but as they say, the truth hurts. Let's take this as an example...
My mom started some drama on how I wasn't calling/coming to visit/giving her my address. Now guys, I love my mom. No question about that. But I seriously have quite a few things on my schedule at the moment. She wanted to pay me a visit in the middle of all this, and kept asking me for my address as if she were just expecting me to give such a thing without knowing when she was coming over.
Given that she kept on asking me again and again what my address was and drilling me on why I wasn't giving it up, you'd think that she was trying to hide something... She gave me no pertinent information- no itenerary, no tickets, no plans. She acted as if I were someone who didn't need to know all of that in order to make myself a schedule opening!
Now... what does that say?
In any event, I continued this for a good hour before I tossed a joke at her. She said "Too late... feelings hurt." Now then, all things considered, I stopped caring a while ago here. I try to be reasonable, and she just goes all emotional and berserk on me. Heck, she even tried to call me on my phone, probably just to try and demoralize me by cussing me out.
I'm not having that anymore, frankly. Heck, if she wants to come over and speak to me in person, that's fine. But for the moment, she has to give the information to me before she can even get the corner where I live on. Besides, it's an excersize for her in the ability to reveal everything without having to speak around each other. If she can't be less deceptive, then she'll have to do something else, if you know what I mean.
Hugin the Raven · Tue Feb 21, 2006 @ 05:16am · 0 Comments |
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This lovely evening, I'm waiting for a friend of mind to get online.
It's boring the crap out of me, and I am certainly wishing that she would hurry up and get out of bed. She works nights, you see, and tonight is supposed to be her night off. But it seems that's not the case. I'll wait two more hours, and then I'm off to bed. Guess I'll call her in the morning or something after that.
Hugin the Raven · Mon Jul 18, 2005 @ 06:37am · 0 Comments |
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Tenzantetsu- The Heavenly Steel-Cutting Sword |
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A blade art of the highest caliber that is a mixture of kenjutsu and iaijutsu perfected and used by Evan White, in his days as HeavenSong.
Characterized by high-velocity footwork, as well as various energy control techniques to extend the user's will to the blade, it can be devastating, regardless of the weapon used.
-Techniques- Chudan no Kamae-
Tentsuki (Heaven Piercer)- Tsuki (forward stab to the throat, windpipe, or chest) that takes a bit of time to reel back. The blade is pulled back, and the practitioner begins to focus. When the desired point of focus has been reached, take one step forward and thrust forward. Along with the powerful stab, the gathered energy is projected, acting as a giant needle and an effective short or long range attack. Can be done while airborne for an air-to-ground attack, as a normal aerial manuver, or as an anti-air attack from the ground.
Issen Tentsuki (Thousand Heaven Piercer)- Similar to the above attack, save for the fact that it is done multiple times, and far faster than an average stab. Said technique becomes faster and more accurate with further training, until one can hit multiple vital targets at high velocity with little room for reprisal. Total of ten hits, twelve with added strength; can only be done on the ground.
Tenkatsu (Heaven Divide)- Temporarily leaves the practitioner in a back turned state, but reward outweighs risk. One turns their back and raises the sword, focusing the energy gathered into the weapon before taking one step forward while turning. The Makko Giri (heavy overhead cut, meant to cleave an opponent from head to toe) creats a wave of force that can be effectively used to push the opponent back. Can be done up to three times; third stroke can be delayed for added force.
Joushoukatsu (Rising Divide)- A heavy Gyakukesa (diagonal cut upwards, starting from the hip and ending at the shoulder) done while jumping in the air from a low forward crouch-step, using air pressure to further elevate the jump. An effective way to slide under an attack and counter. Can be done twice to keep the opponent airborne, and open up possibilites for mid-air tactics.
Teppeki (Iron Wall)- A forward shove with the edge of the blade. A wave of energy shoves forward along with the attack as force is applied to it. Excellent for a defensive manuver, or used as an attack in an aerial combination.
Kuruyaiba (Reeling Blade)- Best used in a mid-air situation. After a jump into the air, the practitioner does a forward flip with the blade extended, turning themselves into a living circular saw. Number of revolutions depends on height of the jump. While landing, one can opt for a Makko Giri while landing, prompting a downward wave of force to be applied to the attack.
Shippuu (Hurricane)- A forward spin in a clockwise direction with the blade extended in an Ichimonji (horizontal cut, targeted just below the opponent's rib cage) that causes a circular wave of energy as the blade passes through the air. Can be done up to three times for an added effect, and further forward motion. One of the "pressure moves" used to advance while attacking.
Kagenshippuu (Lower Limit Hurricane)- Can be used alone or during the above technique. It is a circular cut the the shins of an opponent, and used to knock them off of their feet with the wave of force.
Joushoushippuu (Rising Hurricane)- Best used after the Lower Hurricane. The practitioner reverses direction, jumping into the air and using a Gyakukesa in a counter clockwise direction. When properly executed with enough force, the opponent will be sent spinning, as if they were caught in a vortex of wind.
Gyakushippuu (Reverse Hurricane)- Unlike the normal Hurricane, this move can only be done once. A heavy Ichimonji while turning clockwise, effectively turning one's back. If done with enough force, the practitioner can recover from their temporary turned state, due to inertia.
Zankuu Daitou (Air-Cutting Long Sword)- After a leap into the air, the practitioner cuts downwards in a Makko Giri, creating a wave of force that is equal to a car travelling at 60 mph. Seven ft. high and 1 ft. wide, it is one of the most devastating attacks in the Chudan no Kamae.
Kuniku: Noba no Kuuteisakusen (Desperation Measure: Aerial Tactics Nova)- Combination of multiple techniques in one devastating manuver. Double Rising Divide sends the opponent skyward, as well as the practitioner, where a four revolution Reeling Blade can be used. As a final note, the opponent is sliced toward the ground, potentially crushed by the downwards force wave.
Kuniku: Chishioame no Kumiawase (Desperation Measure: Blood Rain Combination)- A seven-stroke Thousand Piercer into a Double Rising Divide. A Parting Air finish sends the opponent flying through the air.
Kuniku: Satsu no Buyou (Desperation Measure: Dance of Death)- A six revolution Hurricane, ending with a quite hard and fast Heaven Piercer. Direction of Hurricane slashes can be changed anytime before the Heaven Piercer.
-Techniques- Wakigatame-
The blade is sheathed, and the practitioner turns his opposite side to the opponent. This provides a sharp decrease in defensive potential, but the offensive capability has increased tenfold- the near-instantaneous attacks and counterattacks from this stance have made this into more of an assasination style than anything else.
Tenkuuhou (Ether Cannon)- Using the high-speed footwork to advance toward the opponent, a tsuka strike is performed, aimed directly at the opponent's face. Along with the attack, a wave of force equal to a sawed-off shotgun blast slams into the opponent. The move is more of a devensive technique than anything else, as it is designed to give the practitioner the space needed to perform the evasive manuvers and quick strikes.
Henzutsuu (Migrane)- With the blade still sheathed, the practitioner whacks the opponent upside the head with the saya. A simple technique, but with the proper amount of force, and the right timing, it can be quite effective in disrupting an agressor's attack flow.
Nijuuengetsutou (Two-Fold Scimitar)- The practitioner strikes at the draw of the blade in Ichimonji, moving his torso to add force to the attack. As the blade moves in a horizontal line, the saya is to follow. With enough training, it can be made to look like the sword struck twice instead of once.
Nagaisenpuu (Long Hurricane)- Taking a step backward with the leading leg, the practitioner twists clockwise toward the opponent, cutting at the horizontal draw in an Ichimonji before cutting in Men (cut aiming straight at their face). Best done as an active evasion.
Hayaisenpuu (Short Hurricane)- Opponent from beind. Turn clockwise and strike at a horizantal draw in Ichimonji, finishing with Men.
Nijuukarite (Two-Fold Reaper)- Upwards attack at the draw in Gyakukesa. The practitoner then assumes Kasumi no Kamae (a side stance that has the tsuka at the side of the practitioner's head and the blade pointed forward and slightly downwards, edge upwards instead of downwards) before finishing the pattern with a Kirioroshi (downwards cut to the head, stopping at the torso). Repeat last two motions for an opponent on the left or right side of your last attack.
Tenshin no Kage (Shifting Shadow)- Evasive manuver to the left or right that is so fast that an after-image is left, looking as if one were still waiting for an attack. An excellent displacement technique, making it seem like the opponent scored a hit.
Giman no Kage (Deceptive Shadow)- Performed during SS, the practitioner cuts in Makko Giri on the draw, lowering themselves on the left or right knee, depending on the direction of the movement.
Hofuku no Kage (Creeping Shadow)- Performed during SS, the practitioner makes a horizontal cut to the shins, slicing them off of their feet.
Juudoenjin (Heavy Circle)- Opponent to the left or right. Practitioner turns clockwise/counter-clockwise, cutting in a Kirioroshi at the draw, then cutting again in a quick Gyakukesa.
Taisaku: Konton no Kagami (Counter-Measure: Chaos Mirror)- Practitioner draws the blade from the saya in a vertical motion, upon the instant of a horizontal attack. If the attack is stopped sucessfully, the practitioner then attacks with six vertical revolutions- three Men with the blade, three Men with the saya, with one final downwards Makko Giri, turning their back to put added force behind the attack.
Taisaku: Konton no Serimochi (Counter-Measure: Chaos Arch- Practitioner draws the blade from the saya in a horizontal motion, above their head, upon the instant of a vertical attack. If sucessful, the practitioner then attacks with both the saya and the sword- swinging both to the right in Yoko Men (cut to the right side of the head), then the left in Ichimonji, before finishing with a right Ichimonji with the sword. Sides switch if the practitioner draws with the opposite hand.
Ougi: Tenchuu (Heaven's Punishment)- Draw, sheathe, draw again. A simple motion that would usually take much more time than usual, had it not been practiced to the point of a second nature. A high-velocity attack that aims for multiple vital targets on an opponent, with twelve strokes in total, this attack makes it seem as if the blade had been drawn once, and yet there are multiple weapon blurs in the opponent's range of vision.
Unarmed Combat: Bakuhatsu Zankuuken (Explosive Air-Cutting Fist)
The close-quarters combat style developed from his days when he learned how to command the wind for his own purposes. It is comprised of several high-pressure wind attacks in conjunction with kicks and punches from chinese boxing and kung fu. Highly effective and devastating at close range, it has gotten him out of multiple situations where he was without a weapon.
-Technique List-
Arm Attacks
Gale Bullet- A palm strike sends a blast of high-density air pressure at the opponent, causing damage and causing knockdown at close range. EX version counts for two hits- three at close range. As with all projectile moves, the more energy focused into the attack, the farther and faster the projectile will move.
Wind Scythe Fist- Evan executes an uppercut that forces a wave of air pressure to travel along the ground, heading towards the opponent. This manuver can be followed up three more times with another uppercut followed by a diagonal backhand sweep. EX version of each wave counts for two hits.
Pegasus Landmine- Evan pounds his fist into the ground, creating a blast of condensed air that expands outward in a five foot raidius. If the hit connects, the opponent is flung upwards with the blast, thus opening him/her to aerial tactics as well as causing damage.
Raven's Claw- An upwards claw sweep that causes a funnel of wind to head towards the opponent, traveling at a good 60 mph. If undefended upon contact, the opponent is swept into the air and brought down hard, causing damage to the upper back and shoulders.
Leg Attacks
Zephyr Feet- After ducking low and launching his foot upwards at the opponent, Evan rights himself with a forward flip, and while supported by a column of air, kicks the opponent multiple times, his feet snapping upwards into the opponent in order to keep him or her afloat. The final kick sends the target flying towards the ground, slamming hard into the pavement or what have you. Total of seven hits on full-strength.
Zephyr Sault- After crouching down for a few brief moments, Evan launches himself into the air, whipping both feet outwards towards his opponent's midsection. EX version will have a second hit connect, due to the air-cutting effect from the attack.
Crane Cannon- Chambering one of his legs before this move, Evan hops into the air and plants one of his feet on the ground upon landing before he lashes out with a side thrust kick, a blast of wind equal to a sawed-off shotgun shell fired at close range issuing from the knife edge of his foot. Severe damage move that causes two hits on an EX charge.
Phoenix Step- Evan launches into the air and riccochets off a nearby wall in order to perform this move. He comes down hard on his opponent with both feet, creating air pressure on his downward movement. EX version connects for up to four hits, due to the air-slice that comes with the manuver.
Gale Shift Stance
Gale Shift- Evan performs a senkuu (Air Flash) manuver, using the aid of the wind in order to move fast enough to evade attacks and projectiles while making it seem as if he vanished from sight. He is highly vulnerable on both start and finish due to the amount of focus required, and during the evasion as well if improperly timed.
Gale Shift Blast- Done after a Gale Shift in the forward direction, Evan unleashes a straight punch to the opponent's solar plexus, an explosion of air pressure following the attack. Knocks down the opponent as well as causing damage on contact.
Gale Shift Cannon- The Gale Shift version of the Crane Cannon, only this one comes out much faster upon the moment of attack due to the increased momentum. The blast of air from the foot is doubled in strength, and can be quite devastating if done while the opponent's attack is already underway.
Gale Shift Sault- GS version of the Zephyr Sault. The leg attack is pulled out faster than before, with increased momentum and height.
Explosive Wind Fist Combinations
Detonation Straight- Evan launches a full-on assault on the opponent in a chain of atttacks. The first of these is the Detonation Straight, a forward punch to the jaw of the opponent which is followed by a blast of condensed air pressure, increasing the damage of the strike.
D.Straight >> Wind Hook- Following a successful Detonation Straight, Evan comes forward with a left hook, a blade of air following the fist and cutting into the opponent upon impact.
Wind Hook >> Blue Sky Palm Following a successful Wind Hook, Evan rams the heel of his right hand into the gut of his opponent, sending them upwards with a gust of wind behind the attack.
Blue Sky Palm >> Gust Overhand (Finish)- Evan brings the opponent harshly back down to earth with an overhand punch, the air behind the manuver ramming the target into the ground with even more force.
Blue Sky Palm >> Dragon's Step (Finish)- Evan slams his right foot onto the ground, causing a wave of air pressure to expel from his body, knocking the opponent away for quite some distance and slamming them into a nearby wall or simply dumping them uncerimoniously onto the ground.
Blue Sky Palm >> Rage Upper (Finish) Evan unleahes an uppercut that causes a funnel of wind to rise from the ground. The cutting effect of this attack causes multiple hits, depending on the amount of energy that was focused into the attack. A total of seven hits at max strength can be attained before the whirlwind dies out.
Super Gauge Moves
Phoenix Flight- A technique that involves up to four Zephyr Saults, the first set of attacks issuing the full two hits before a final, more potent flip kicks into the opponent, the air distortion from the forceful kick damaging the opponent for four extra ticks of damage. Twelve hits total on max guage; deals moderate to heavy damage.
S.M.G.- A series of Gale Bullets are fired, one from each hand in rapid succession. Damage caused depends on how many attacks hit the opponent. For each strength level, two more shots can be fired, the lowest amount totaled at four. Eight hits total on max guage, deals light to moderate damage.
Gale Force- An aura of wind follows Evan and acts as a carbon copy, adding force to his manuvers. For a time period of up to one minute, standard attacks hit twice with one shot, and special moves count as EX where applicable, thus increased in power, range, damage, and hit count. Those that are not in the EX list are still increased in strength. Time limit varies with guage strength- first level at ten seconds, second at twenty, third at half a minute.
Finished 3-18-2006
Hugin the Raven · Wed Mar 16, 2005 @ 08:50pm · 0 Comments |
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