- GuestGuest
Gyojin Sambo
Sat Dec 26, 2020 9:00 am
Gyojin Sambo
Fighting Style: Gyojin Sambo (Fishman Sambo)
Weapon Utilization: Mechanical Arms
Description: Using water manipulation similar to other forms of Fishman Martial arts, namely Gyojin Jujutsu the user wraps their body up with pressurized water and then proceed to use that pressurized water to fight safely at any distance, increasing or decreasing het water pressure at their own behest. Because they seem to exclusively use grappling techniques in conjunction with the electrified water that they carry in their personal water-tanks, they user is capable of shocking opponents, doing a lot of damage over time while also hindering opponents at will. As he is a puffer-fish fishman, he also incorporates his own quills and their poison into his stronger attacks, giving him versatility.
Toggled and Passive Abilities:
- Water Release Armor - (Defense +20%, Attack -20%) [Toggle] - The user unleashes the water stored in their tanks around their body, creating a protective cloak of pressurized water, though it lacks the electrical charge in favor for more condensed liquid.
- Water Release Javelin - (Attack +20%, Defense -20%) [Toggle] - Upon unleashing their water around their body to create the protective cloak, the user also takes the eels within the tanks and slightly agitates them by compressing the water, causing a stronger electrical charge to the water over-all.
Techniques
- Light Techniques:
Shokkuserapī (Shock Therapy)
Type: Flat Hybrid
Cooldown: 6
Duration: 2
Debuffs: Reflex -10%
Flavour: The user electrifies the tank just enough so that the metal has a bit of a static charge to it, then the user rushes forward and grabs an opponent before tossing them over their shoulder. Due to the opponent being yanked, flipped and then released while being electrified the entire time, they hit objects with a considerable amount of force. Ultimately leaving opponents sluggish momentarily.
Kaatsu Rariatto (Pressured Lariat)
Type: Flat
Cooldown: 2
Flavour: The user uses the pressurized water that is covering their body to clothesline an opponent with enough force to send them flying backwards. Due to the fact that their arm is covered by pressurized water, the opponent is slashed as though they were hit by a sword, meaning that this can be used to decapitate and dismember opponents if they are caught at a bad angle.
Tsuri Goshi (Hip Throw)
Type: Flat
Cooldown: 2
Flavour: A simple technique in which the user grabs an opponent with their pressurized water cloak and flips them over, using the user's own hip as leverage. Since this is done in a cranking motion, the speed in which an opponent is sent flipping over the users body is enough to send most opponents into the ground with enough force to cause a small crater upon impact with the ground itself.
Kaigara Suramu (Seashell Slam)
Type: Flat
Cooldown: 2
Flavour: The user uses pressurized water to move fast enough to close the gap between themselves and an opponent, appearing behind them before wrapping their arms around the opponents waste and leaning backwards, making an arch with their own body. Effectively slamming the opponent down onto an object, with the target of the pressure being the head of the opponent. The user then releases the opponent.
- Medium Techniques:
Shibōnoōi Kin'niku (Fatty Muscles)
Type: Canceller
Cooldown: 4
Flavour: The user inflates themselves the moment that an opponent's point of damage makes contact with them, allowing the user to shrug off attacks of a specific degree of power with little effort on his own part. Despite inflating, he doesn't seem to fire off any of his quills. The user will immediately deflate the moment that the damaged has been soaked, regardless of if he was successful or not.
Hakike no aru Girochin (Nauseous Guillotine)
Type: Dot Hybrid
Cooldown: 9
Duration: 3
Debuffs: Willpower -20%
Flavour: The user inflates himself so that he can erect his quills out of his chest and stomach, which he usually leaves exposed. The user then bear hugs the nearest opponent and forces them to be stabbed by the quills, injecting a slightly different modified strain of his natural poison into the opponent. The poison released causes an opponent to feel nauseous and weakened.
- Heavy Techniques:
Akuma no Yōna Infure (Devilish Inflation)
Type: Dot
Cooldown: 6
Duration: 5
Flavour: The user inflates himself so that he can fire out quills towards an opponent. If the quills hit their target, they will release a quick acting poison that dissolves in the opponent's bloodstream after a short amount of time, inflicting a consistent stream of physical harm to the opponent during the duration. The poison is potent enough that it requires time before it builds up in his system again.
Mizu Kazaguruma (Water Windmill)
Type: Flat
Cooldown: 6
Flavour: The user enlarges their arm by covering it with an insane amount of pressurized water, grabbing the wrist of an opponent with the enlarged arm. The user then quickly grabs their shoulder with the other hand and begin to twist it inwards while raising the target upwards, flipping the opponent over their body and letting the increasing velocity of their own spinning body to cause massive damage when they hit an object.
Haidoro Bakugeki-ki (Hydro Bomber)
Type: Flat Hybrid
Cooldown: 12
Duration: 4
Debuffs: Reflex -30%
Flavour: The user expands their armor outwards so that the opponent is trapped within the swirling vortex of water alongside them. The user then rapidly collapses the electrified orb of water around the pair forcing the opponent to be pulled into the user's arms, where he lifts them upwards into the air rapidly and slam them down into the ground with such force that it always leaves a crater. The opponent's spine has to take time to reform, so in the meanwhile they are addled.
- AoE Techniques:
Uzushio no Kiken (Whirlpool Danger)
Type: Dot
Cooldown: 8
Duration: 5
Flavour: The user grabs a grunt by the legs and begins to spin around faster and faster, all the while releasing enough water pressure to render them as nothing more tan a skeleton by the time that the attack concludes. As the user releases water while spinning around, the water pressure moves out with such an aggressive amount of force that it begins to cut anyone nearby, making the user look like both a whirlpool and a sawblade.
Suichū Sūpurekkusu (Submerge Suplex)
Type: Flat
Cooldown: 8
Flavour: The user uses water pressure to move fast enough to get behind an opponent before wrapping both of his arms around an them. He then lifts them up and over his body, arching his own back as he sends them careening head first into the ground. Right before the opponent makes contact with the ground however, he releases all of his stored up water so that it causes two fast moving forces to collide into one another. The resulting explosion of water takes out individuals near to the user.
- Gray
[tracker=/t131-tracker-gray-starks#504]
Name : Gray
Epithet : "The Conqueror"; "Black Fist"
Age : 49
Height : 10'2" (310 cm)
Weight : 1043 lbs (473 kg)
Species/Tribe : Cyborg Human
Faction : Pirate
World Position : Lurking Legend (Former Yonkou)
Crew : Black Fist Pirates (Destroyed)
Ship : Sangria's Vane (Destroyed)
Crew Role : Captain (Former)
Devil Fruit : Pressure-Pressure Fruit
Bounty : [ber=r] 5,000,000,000
EXP Bonus : +0.20 (to all allies)
Income Bonus : +0.20
Shop Discount : -30%
Balance : [bel] 25,000,000,000
[[strollingdeath]][[baneoftheweak]][[riseandshine]][[childofdestiny]][[freakofnature]]
[[punchoutguru]][[dulcetvirtuoso]]
[[improviseadaptovercome]]
Posts : 3991
Re: Gyojin Sambo
Wed Dec 30, 2020 5:39 pm
Shoulda called "Haidoro Bakugeki-ki" "Haidoro Bakugo".
Approved!
Approved!
Swole wrote:Gyojin Sambo
Fighting Style: Gyojin Sambo (Fishman Sambo)
Weapon Utilization: Mechanical Arms
Description: Using water manipulation similar to other forms of Fishman Martial arts, namely Gyojin Jujutsu the user wraps their body up with pressurized water and then proceed to use that pressurized water to fight safely at any distance, increasing or decreasing het water pressure at their own behest. Because they seem to exclusively use grappling techniques in conjunction with the electrified water that they carry in their personal water-tanks, they user is capable of shocking opponents, doing a lot of damage over time while also hindering opponents at will. As he is a puffer-fish fishman, he also incorporates his own quills and their poison into his stronger attacks, giving him versatility.
Toggled and Passive Abilities:
- Water Release Armor - (Defense +20%, Attack -20%) [Toggle] - The user unleashes the water stored in their tanks around their body, creating a protective cloak of pressurized water, though it lacks the electrical charge in favor for more condensed liquid.
- Water Release Javelin - (Attack +20%, Defense -20%) [Toggle] - Upon unleashing their water around their body to create the protective cloak, the user also takes the eels within the tanks and slightly agitates them by compressing the water, causing a stronger electrical charge to the water over-all.
Techniques
- Light Techniques:
Shokkuserapī (Shock Therapy)
Type: Flat Hybrid
Cooldown: 6
Duration: 2
Debuffs: Reflex -10%
Flavour: The user electrifies the tank just enough so that the metal has a bit of a static charge to it, then the user rushes forward and grabs an opponent before tossing them over their shoulder. Due to the opponent being yanked, flipped and then released while being electrified the entire time, they hit objects with a considerable amount of force. Ultimately leaving opponents sluggish momentarily.
Kaatsu Rariatto (Pressured Lariat)
Type: Flat
Cooldown: 2
Flavour: The user uses the pressurized water that is covering their body to clothesline an opponent with enough force to send them flying backwards. Due to the fact that their arm is covered by pressurized water, the opponent is slashed as though they were hit by a sword, meaning that this can be used to decapitate and dismember opponents if they are caught at a bad angle.
Tsuri Goshi (Hip Throw)
Type: Flat
Cooldown: 2
Flavour: A simple technique in which the user grabs an opponent with their pressurized water cloak and flips them over, using the user's own hip as leverage. Since this is done in a cranking motion, the speed in which an opponent is sent flipping over the users body is enough to send most opponents into the ground with enough force to cause a small crater upon impact with the ground itself.
Kaigara Suramu (Seashell Slam)
Type: Flat
Cooldown: 2
Flavour: The user uses pressurized water to move fast enough to close the gap between themselves and an opponent, appearing behind them before wrapping their arms around the opponents waste and leaning backwards, making an arch with their own body. Effectively slamming the opponent down onto an object, with the target of the pressure being the head of the opponent. The user then releases the opponent.
- Medium Techniques:
Shibōnoōi Kin'niku (Fatty Muscles)
Type: Canceller
Cooldown: 4
Flavour: The user inflates themselves the moment that an opponent's point of damage makes contact with them, allowing the user to shrug off attacks of a specific degree of power with little effort on his own part. Despite inflating, he doesn't seem to fire off any of his quills. The user will immediately deflate the moment that the damaged has been soaked, regardless of if he was successful or not.
Hakike no aru Girochin (Nauseous Guillotine)
Type: Dot Hybrid
Cooldown: 9
Duration: 3
Debuffs: Willpower -20%
Flavour: The user inflates himself so that he can erect his quills out of his chest and stomach, which he usually leaves exposed. The user then bear hugs the nearest opponent and forces them to be stabbed by the quills, injecting a slightly different modified strain of his natural poison into the opponent. The poison released causes an opponent to feel nauseous and weakened.
- Heavy Techniques:
Akuma no Yōna Infure (Devilish Inflation)
Type: Dot
Cooldown: 6
Duration: 5
Flavour: The user inflates himself so that he can fire out quills towards an opponent. If the quills hit their target, they will release a quick acting poison that dissolves in the opponent's bloodstream after a short amount of time, inflicting a consistent stream of physical harm to the opponent during the duration. The poison is potent enough that it requires time before it builds up in his system again.
Mizu Kazaguruma (Water Windmill)
Type: Flat
Cooldown: 6
Flavour: The user enlarges their arm by covering it with an insane amount of pressurized water, grabbing the wrist of an opponent with the enlarged arm. The user then quickly grabs their shoulder with the other hand and begin to twist it inwards while raising the target upwards, flipping the opponent over their body and letting the increasing velocity of their own spinning body to cause massive damage when they hit an object.
Haidoro Bakugeki-ki (Hydro Bomber)
Type: Flat Hybrid
Cooldown: 12
Duration: 4
Debuffs: Reflex -30%
Flavour: The user expands their armor outwards so that the opponent is trapped within the swirling vortex of water alongside them. The user then rapidly collapses the electrified orb of water around the pair forcing the opponent to be pulled into the user's arms, where he lifts them upwards into the air rapidly and slam them down into the ground with such force that it always leaves a crater. The opponent's spine has to take time to reform, so in the meanwhile they are addled.
- AoE Techniques:
Uzushio no Kiken (Whirlpool Danger)
Type: Dot
Cooldown: 8
Duration: 5
Flavour: The user grabs a grunt by the legs and begins to spin around faster and faster, all the while releasing enough water pressure to render them as nothing more tan a skeleton by the time that the attack concludes. As the user releases water while spinning around, the water pressure moves out with such an aggressive amount of force that it begins to cut anyone nearby, making the user look like both a whirlpool and a sawblade.
Suichū Sūpurekkusu (Submerge Suplex)
Type: Flat
Cooldown: 8
Flavour: The user uses water pressure to move fast enough to get behind an opponent before wrapping both of his arms around an them. He then lifts them up and over his body, arching his own back as he sends them careening head first into the ground. Right before the opponent makes contact with the ground however, he releases all of his stored up water so that it causes two fast moving forces to collide into one another. The resulting explosion of water takes out individuals near to the user.
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