Post by songstress on Nov 10, 2006 13:21:51 GMT -5
Style Description: "The hands are meant for business, while the feet can do the dirty work."
This is a taijutsu style that uses only feet for offense. Hands can be used for pivots or flips, but this is an attempt to keep the hands as free as possible for whatever else, such as blocking (though when in this style, dodging is MUCH preferred over blocking, since blocks will dirty the hands). When fighting in this style, the user will usually have his hands behind his back, or behind his head as a rest, or even in his pockets, giving him an arrogant, nonchalant look. However, the hands-free poses are meant to discourage the user from punching.
KHSF is designed to keep the opponent at as much distance as possible while still remaining in a close radius, by using the legs. The main physical goal of this style is to remain as strong as one is fast.
Users of KHSF are often lean and fat-free, with the body type of dancers. However, it takes much concentration, focus, and tactical ability to be able to utilize this style, for it is much like a dance, when at peak performance. Every step must be placed carefully to lead smoothly to the next, and utmost attention must be kept to keep in mind the shifting of weight, and the balance of the body, as well as position of the opponent in terms of range.
Fluidity: Determines how graceful the fighter is in combat. The more fluid one's movement becomes, the harder it becomes for an opponent to find an opening point.
Kicks: Determines the power of a kick if the user strikes with full-force.
Directional Changes: Determines how able the user is at being able to pivot and change the direction of the kick for a surprise attack from a different direction.
NOTE: Flips are done independently of the hands.
History: Kirin Hando, Shu Fito has an interesting, if not odd, history to it. It all began with a young Genin, Gouja Takeru. He would spend much of his time practicing the various fist-fighting types of Taijutsu during the day, but would often get scolded by his mother later for having such dirty hands.
"You're not coming near this dinner table with hands as filthy as those!"
Takeru, as any child, was tired of his mother's nagging. He was often extremely hungry after training, and didn't care to bother washing his hands before eating. He figured, "They'll only get dirty again, so why bother washing them?" to which his mother would drag him to the sink and scrub the dirt off his hands using an iron wool.
As Gouja Takeru got older and became a Jounin, his personality was much like his childhood. He trained hard, and when he came home, would suffer the wrath of his mother for his dirty hands. Yes, Takeru still lived with his parents at the age of 30.
Tired of invoking his mother's rage every time he came home from training, Takeru began to devise a style that would not only let him fight, but it would also keep his hands clean. He worked hard, several years, becoming fluid enough in his new style, and eventually started coming home every day, his hands spotless. Since then, many a Taijutsu practitioner have picked up Kirin Hando, Shu Fito, for it is a deadly force to reckon with. Armed with the graceful movements of a coursing stream, and the deadly impact of a charging rhinocerus, many Shinobi practicing this style became very powerful. Many experienced Shinobi pick this up for realizing its combat potential, while a great number of children use this in order to simply avoid having to wash their hands before every meal after training.
Style Basis: Pure Taijutsu
Training: Weights of any value are strapped to the legs (usually the ankles) while exercises are performed. Sweeps, thrusts, and any other sorts of kicks are practiced while the weights are on. While training, the hands bound behind the back to ingrain into the user's mind that the use of hands is highly discouraged in this style. Users also often work with balance beams, running across narrow paths (2 to 3 inches in width) to build up surefootedness and precision in steps.
Style Requirements: Taijutsu Specialist Archetype (can be either Primary or Secondary)
NOTE: Shu Fito can also be used in conjunction with this style to deal extra damage, but the boots aren't required.
A: Speed
B: Strength
C: Stamina
D: Willpower
E: Tactics
NOTE: From Stages 1-3, continuous movement is not required, though constantly dodging around is this style's best defense. From Stages 4-7, the user must always be moving about, either building momentum, preparing an attack, etc.
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Stage 1
Stat Requirements: 4 Speed, 4 Strength
Stat Bonuses: +2 Speed, +2 Strength (+2 Speed Saved)(+2 Strength Saved)(+1 Stamina Saved)
Fluidity: At this level, the user is an eyesore to look at. Speed may be higher, but movements are jerky, at best. Weak points are practically everywhere.
Kicks: Kicks have the ability to bruise the target slightly,but in most cases no pain is inflicted. The damage is nothing more than an annoyance.
Directional Changes: The user here is unable to change the direction of the kick once initiated.
Regular Techniques: None
Special Techniques: None
Stage 2
Stat Requirements: 7 Speed, 7 Strength, 6 Willpower
Stat Bonuses: +2 Speed, +2 Strength (+2 Speed Saved)(+2 Strength Saved)(+1 Stamina Saved)
Fluidity: A definite improvement from the previous stage; now the user at least doesn't come off like a marionette robot. Some work is still needed to refine legwork and so on, but in general, the user is as fluid as a novice ballerina.
Kicks: Kicks now have enough force to give the opponent a decent bruise.
Directional Changes: Still not much improvement here, the user is still focused on bringing a straight-forward attack.
Regular Techniques: None
Special Techniques: None
Stage 3
Stat Requirements: 10 Speed, 10 Strength, 8 Willpower
Stat Bonuses: +8 Speed, +8 Strength, +3 Stamina (+4 Speed Spent)(+4 Strength Spent)(+2 Stamina Spent)
Fluidity: Flow and grace has definite made some progress here. However, in aerial kicks, the user is still a bit shoddy, but when it comes to groundwork, the movements are elegant and flow very well. Some points of attack are still open, but it would take a skilled opponent to find and hit one.
Kicks: With much more power, now, the user can fracture bones if a good, solid kick is landed. Even a glancing blow now will mark the target with a bruise upon the point of impact.
Directional Changes: The user now has a firm grasp of bodily movement, and can begin to change the direction of an attack in mid-kick form. However, if striking full force, it takes a buffer space of one foot to slow down before the direction can be reversed or changed in any way. Only one direction change is able to be managed.
Regular Techniques:
Double Crescent
The user first dashes toward the opponent, then leaps and flips forward
to execute an axe kick. If the attack succeeds, the user will then flip forward again for a second axe kick. If the initial attack fails, the user will backflip this time to hit the chin of the opponent. (Must be done facing the target)
Shovel
The user will surreptitiously dig his foot into the ground, and wait for the opponent to charge. At the last moment, the user will heave his foot up, delivering a faceful of earth (dirt, or rocks, depending on what's in the ground) to the opponent's face. (Must be done facing the target)
Special Techniques: None
Stage 4
Stat Requirements: 16 Speed, 16 Strength, 11 Stamina, 14 Willpower
Stat Bonuses: +4 Speed, +4 Strength, +1 Stamina
Fluidity: At this stage, the user is much faster and much better at planning out footwork. Every step is carefully designed to advance the user's position, and to watch a user fight at this level is like looking at a work of art: beautiful. One twist leads to another, and it becomes hard to find an opening for a physical strike.
Kicks: Power has taken a huge boost, as now the user can break bones with a good kick. A thrust will leave the target ten feet back, on the ground, while a horizontal sweep will leave the opponent disoriented and winded. An axe kick will spell disaster for the target, if one is landed.
Directional Changes: The user has almost mastered his own legs to change the direction of kicks completely. It's still very shabby, but now the buffer space is no longer needed. Instead, when a directional change is attempted, the user will pause for a moment before a redirection is made. Only one direction change is able to be managed.
Regular Techniques:
Dirty-Handed Windmill
In order to perform this technique, the user will...yes, have to get his hands dirty. While moving towards an opponent, the user will then invert himself to a handstand while extending his legs and spinning. However, due to the initial momentum before the inversion, the user will be able to walk on his hands while his legs are windmilling in the air. (Orientation does not matter)
OOC: Basically the user will look like a 'T' spinning around and moving.
Foothold
The user will leap at the opponent and slip one foot under the target's armpit and hook it there. Using that as an anchor to stay with the target, the user can then perform any other attack with his free foot; the main purpose of this technique is to latch onto the opponent in a surprising manner, pulling the opponent off balance since the user's body will be parallel with the ground. (Orientation does not matter)
OOC: In essence it'll look like a '7'. The vertical line is the target, while the horizontal is the user, with his foot hooked under the armpit of the target.
Special Techniques: None
Stage 5
Stat Requirements: 20 Speed, 20 Strength, 16 Stamina, 16 Willpower
Stat Bonuses: +4 Speed, +4 Strength, +1 Stamina
Fluidity: Flips and leaps are a normal part of the user's repertoire now, and the user will throw in many in his routine. The best time for an opponent to strike the user would be after a flip, twist, or leap, when the user lands and pauses for a split second before the next movement.
Kicks: The magnitude of the user's kicks is now one to fear. Able to place long, running cracks up a thick tree trunk, a missed axe kick would bury the user's foot in the ground and raise a small cloud of dust and dirt.
Directional Changes: The user is now accomplished enough to perform a single directional change without error or pause. For instance, the user could be sweeping in from his left, then an inch before he strikes, he will instantly reverse directions, spinning to land a sweeping kick from the right with the same leg.
Regular Technique:
Sky Axe
The user dashes at the target, but a few feet before contact, will drop down and slide on the ground, in a pose similar to a sprinter waiting for the gun to go off. When in range, the user will extend one leg back and out, then sweep around in a full circle. However, this sweep is just a decoy, and is easily avoidable. After the user has completed the full circle sweep, he'll launch himself into the air with a forward flip and come down with an axe kick to the user's head. (Must be done facing the target)
Back Breaker
Having rushed at the target, the user will then leap forward, land one foot on the target's shoulder, and continue to push ahead. The target will be pushed in the direction he is facing as well, as the user will land behind him. The user will then land, curl into a ball and roll backwards until he is in range and on his back, then thrust out both legs together at the small of the opponent's back. (Must be done facing the target)
Special Techniques: None
Stage 6
Stat Requirements: 28 Speed, 28 Strength, 19 Stamina, 22 Willpower, 14 Tactics
Stat Bonuses: +4 Speed, +4 Strength, +1 Stamina
Fluidity: To watch a user fight at this stage would bring tears to a spectator's eyes. The user now is moving non-stop with a continuous series of dashes, flips, leaps, twists, sweeps, and so on.
Kicks: A solid kick to the torso would leave a target totally out of breath and aching for days. A solid kick to the head would, almost for sure, knock out the opponent and crack his skull, while a solid kick to an arm or leg would disable that limb for the duration of the fight, unless it was medically treated. A kick to a tree would leave the tree non-existence, shattered into fragments.
Directional Changes: Changes are practically instantaneous now, happening in the blink of an eye. Two direction changes are able to be managed. For example, a sweep from the left can suddenly be pulled in and turned into a solid thrust.
Regular Techniques:
Wind-Up Tornado
The user will dash and leap towards the opponent with a sweeping roundhouse. As the user is spinning towards the target in the air, the user will then change the direction and start spinning the other way with twice the force. (Orientation does not matter)
Strike of the Robin
The user will leap into the air as high as he can, and while moving towards the opponent in mid-air, will backflip at the apex of his jump. Using the momentum from the spin, the user will then launch a descending kick at the target's chest. However, this first assault is just a feint. The user will land as lightly as possible, as intended, on the victim's chest, and will then continue the assault by letting his leg bend, smashing his knee into the target's face with as much force as possible. (Must be done facing the target)
Special Techniques: None
Stage 7
Stat Requirements: 37 Speed, 37 Strength,25 Stamina, 28 Willpower, 16 Tactics
Stat Bonus: +4 Speed, +4 Strength, +1 Stamina
Fluidity: Whether bounding in the air or on the ground, the user is now completely fluid. It would take an extremely experienced opponent to be able to find an opening anywhere. The user now resembles the flow of water, constantly moving while leaving no gaps.
Kicks: Able to crack boulders without a hitch, a kick would be able to totally devestate a target. Whether thrust or sweep, the opponent would be taken off his feet and fly through the air before landing a fair distance away (20 feet forward if thrust, 20 feet to either side, depending on the direction of sweep). An axe kick to the skull would take the victim out of commission and bury his face in the ground.
Directional Changes: Three directional changes are able to be made now. For example, a thrust can be smoothly transferred into an axe kick, which then becomes a sweep from the side. Changes can be made quickly enough to bypass blocks and leave an opponent bewildered about where the kick will come from. This works in mid-air too.
Regular Techniques:
Moon Kick
The user, when in close proximity with the target, back flips, landing a devastating blow to the target's chin, sending the opponent flying into the air (15 feet max). This does not apply to Human Tank archetypes. If Moon Kick is performed on a Human Tank, the HT target will only be lifted five feet, max. The user's strength must be higher than the target's stamina to raise him the full 15 feet. If not, divide the user's strength BY the target's stamina, then multiply the answer by 15. The final number is how many feet the target is propelled into the air. For Human Tanks, multiply the number by 5, instead of 15. Always round down. (Must be done facing the target)
Pile Driver
If the target is airborne due to a previous attack from the user, the user will then leap into the air above the target, and axe-kick the target's sternum. Whether or not this misses, when the opponent lands on the ground, the user will then begin to fall, driving his knee down towards the target. (Orientation does not matter)
Special Techniques: None
This is a taijutsu style that uses only feet for offense. Hands can be used for pivots or flips, but this is an attempt to keep the hands as free as possible for whatever else, such as blocking (though when in this style, dodging is MUCH preferred over blocking, since blocks will dirty the hands). When fighting in this style, the user will usually have his hands behind his back, or behind his head as a rest, or even in his pockets, giving him an arrogant, nonchalant look. However, the hands-free poses are meant to discourage the user from punching.
KHSF is designed to keep the opponent at as much distance as possible while still remaining in a close radius, by using the legs. The main physical goal of this style is to remain as strong as one is fast.
Users of KHSF are often lean and fat-free, with the body type of dancers. However, it takes much concentration, focus, and tactical ability to be able to utilize this style, for it is much like a dance, when at peak performance. Every step must be placed carefully to lead smoothly to the next, and utmost attention must be kept to keep in mind the shifting of weight, and the balance of the body, as well as position of the opponent in terms of range.
Fluidity: Determines how graceful the fighter is in combat. The more fluid one's movement becomes, the harder it becomes for an opponent to find an opening point.
Kicks: Determines the power of a kick if the user strikes with full-force.
Directional Changes: Determines how able the user is at being able to pivot and change the direction of the kick for a surprise attack from a different direction.
NOTE: Flips are done independently of the hands.
History: Kirin Hando, Shu Fito has an interesting, if not odd, history to it. It all began with a young Genin, Gouja Takeru. He would spend much of his time practicing the various fist-fighting types of Taijutsu during the day, but would often get scolded by his mother later for having such dirty hands.
"You're not coming near this dinner table with hands as filthy as those!"
Takeru, as any child, was tired of his mother's nagging. He was often extremely hungry after training, and didn't care to bother washing his hands before eating. He figured, "They'll only get dirty again, so why bother washing them?" to which his mother would drag him to the sink and scrub the dirt off his hands using an iron wool.
As Gouja Takeru got older and became a Jounin, his personality was much like his childhood. He trained hard, and when he came home, would suffer the wrath of his mother for his dirty hands. Yes, Takeru still lived with his parents at the age of 30.
Tired of invoking his mother's rage every time he came home from training, Takeru began to devise a style that would not only let him fight, but it would also keep his hands clean. He worked hard, several years, becoming fluid enough in his new style, and eventually started coming home every day, his hands spotless. Since then, many a Taijutsu practitioner have picked up Kirin Hando, Shu Fito, for it is a deadly force to reckon with. Armed with the graceful movements of a coursing stream, and the deadly impact of a charging rhinocerus, many Shinobi practicing this style became very powerful. Many experienced Shinobi pick this up for realizing its combat potential, while a great number of children use this in order to simply avoid having to wash their hands before every meal after training.
Style Basis: Pure Taijutsu
Training: Weights of any value are strapped to the legs (usually the ankles) while exercises are performed. Sweeps, thrusts, and any other sorts of kicks are practiced while the weights are on. While training, the hands bound behind the back to ingrain into the user's mind that the use of hands is highly discouraged in this style. Users also often work with balance beams, running across narrow paths (2 to 3 inches in width) to build up surefootedness and precision in steps.
Style Requirements: Taijutsu Specialist Archetype (can be either Primary or Secondary)
NOTE: Shu Fito can also be used in conjunction with this style to deal extra damage, but the boots aren't required.
A: Speed
B: Strength
C: Stamina
D: Willpower
E: Tactics
NOTE: From Stages 1-3, continuous movement is not required, though constantly dodging around is this style's best defense. From Stages 4-7, the user must always be moving about, either building momentum, preparing an attack, etc.
---------------------
Stage 1
Stat Requirements: 4 Speed, 4 Strength
Stat Bonuses: +2 Speed, +2 Strength (+2 Speed Saved)(+2 Strength Saved)(+1 Stamina Saved)
Fluidity: At this level, the user is an eyesore to look at. Speed may be higher, but movements are jerky, at best. Weak points are practically everywhere.
Kicks: Kicks have the ability to bruise the target slightly,but in most cases no pain is inflicted. The damage is nothing more than an annoyance.
Directional Changes: The user here is unable to change the direction of the kick once initiated.
Regular Techniques: None
Special Techniques: None
Stage 2
Stat Requirements: 7 Speed, 7 Strength, 6 Willpower
Stat Bonuses: +2 Speed, +2 Strength (+2 Speed Saved)(+2 Strength Saved)(+1 Stamina Saved)
Fluidity: A definite improvement from the previous stage; now the user at least doesn't come off like a marionette robot. Some work is still needed to refine legwork and so on, but in general, the user is as fluid as a novice ballerina.
Kicks: Kicks now have enough force to give the opponent a decent bruise.
Directional Changes: Still not much improvement here, the user is still focused on bringing a straight-forward attack.
Regular Techniques: None
Special Techniques: None
Stage 3
Stat Requirements: 10 Speed, 10 Strength, 8 Willpower
Stat Bonuses: +8 Speed, +8 Strength, +3 Stamina (+4 Speed Spent)(+4 Strength Spent)(+2 Stamina Spent)
Fluidity: Flow and grace has definite made some progress here. However, in aerial kicks, the user is still a bit shoddy, but when it comes to groundwork, the movements are elegant and flow very well. Some points of attack are still open, but it would take a skilled opponent to find and hit one.
Kicks: With much more power, now, the user can fracture bones if a good, solid kick is landed. Even a glancing blow now will mark the target with a bruise upon the point of impact.
Directional Changes: The user now has a firm grasp of bodily movement, and can begin to change the direction of an attack in mid-kick form. However, if striking full force, it takes a buffer space of one foot to slow down before the direction can be reversed or changed in any way. Only one direction change is able to be managed.
Regular Techniques:
Double Crescent
The user first dashes toward the opponent, then leaps and flips forward
to execute an axe kick. If the attack succeeds, the user will then flip forward again for a second axe kick. If the initial attack fails, the user will backflip this time to hit the chin of the opponent. (Must be done facing the target)
Shovel
The user will surreptitiously dig his foot into the ground, and wait for the opponent to charge. At the last moment, the user will heave his foot up, delivering a faceful of earth (dirt, or rocks, depending on what's in the ground) to the opponent's face. (Must be done facing the target)
Special Techniques: None
Stage 4
Stat Requirements: 16 Speed, 16 Strength, 11 Stamina, 14 Willpower
Stat Bonuses: +4 Speed, +4 Strength, +1 Stamina
Fluidity: At this stage, the user is much faster and much better at planning out footwork. Every step is carefully designed to advance the user's position, and to watch a user fight at this level is like looking at a work of art: beautiful. One twist leads to another, and it becomes hard to find an opening for a physical strike.
Kicks: Power has taken a huge boost, as now the user can break bones with a good kick. A thrust will leave the target ten feet back, on the ground, while a horizontal sweep will leave the opponent disoriented and winded. An axe kick will spell disaster for the target, if one is landed.
Directional Changes: The user has almost mastered his own legs to change the direction of kicks completely. It's still very shabby, but now the buffer space is no longer needed. Instead, when a directional change is attempted, the user will pause for a moment before a redirection is made. Only one direction change is able to be managed.
Regular Techniques:
Dirty-Handed Windmill
In order to perform this technique, the user will...yes, have to get his hands dirty. While moving towards an opponent, the user will then invert himself to a handstand while extending his legs and spinning. However, due to the initial momentum before the inversion, the user will be able to walk on his hands while his legs are windmilling in the air. (Orientation does not matter)
OOC: Basically the user will look like a 'T' spinning around and moving.
Foothold
The user will leap at the opponent and slip one foot under the target's armpit and hook it there. Using that as an anchor to stay with the target, the user can then perform any other attack with his free foot; the main purpose of this technique is to latch onto the opponent in a surprising manner, pulling the opponent off balance since the user's body will be parallel with the ground. (Orientation does not matter)
OOC: In essence it'll look like a '7'. The vertical line is the target, while the horizontal is the user, with his foot hooked under the armpit of the target.
Special Techniques: None
Stage 5
Stat Requirements: 20 Speed, 20 Strength, 16 Stamina, 16 Willpower
Stat Bonuses: +4 Speed, +4 Strength, +1 Stamina
Fluidity: Flips and leaps are a normal part of the user's repertoire now, and the user will throw in many in his routine. The best time for an opponent to strike the user would be after a flip, twist, or leap, when the user lands and pauses for a split second before the next movement.
Kicks: The magnitude of the user's kicks is now one to fear. Able to place long, running cracks up a thick tree trunk, a missed axe kick would bury the user's foot in the ground and raise a small cloud of dust and dirt.
Directional Changes: The user is now accomplished enough to perform a single directional change without error or pause. For instance, the user could be sweeping in from his left, then an inch before he strikes, he will instantly reverse directions, spinning to land a sweeping kick from the right with the same leg.
Regular Technique:
Sky Axe
The user dashes at the target, but a few feet before contact, will drop down and slide on the ground, in a pose similar to a sprinter waiting for the gun to go off. When in range, the user will extend one leg back and out, then sweep around in a full circle. However, this sweep is just a decoy, and is easily avoidable. After the user has completed the full circle sweep, he'll launch himself into the air with a forward flip and come down with an axe kick to the user's head. (Must be done facing the target)
Back Breaker
Having rushed at the target, the user will then leap forward, land one foot on the target's shoulder, and continue to push ahead. The target will be pushed in the direction he is facing as well, as the user will land behind him. The user will then land, curl into a ball and roll backwards until he is in range and on his back, then thrust out both legs together at the small of the opponent's back. (Must be done facing the target)
Special Techniques: None
Stage 6
Stat Requirements: 28 Speed, 28 Strength, 19 Stamina, 22 Willpower, 14 Tactics
Stat Bonuses: +4 Speed, +4 Strength, +1 Stamina
Fluidity: To watch a user fight at this stage would bring tears to a spectator's eyes. The user now is moving non-stop with a continuous series of dashes, flips, leaps, twists, sweeps, and so on.
Kicks: A solid kick to the torso would leave a target totally out of breath and aching for days. A solid kick to the head would, almost for sure, knock out the opponent and crack his skull, while a solid kick to an arm or leg would disable that limb for the duration of the fight, unless it was medically treated. A kick to a tree would leave the tree non-existence, shattered into fragments.
Directional Changes: Changes are practically instantaneous now, happening in the blink of an eye. Two direction changes are able to be managed. For example, a sweep from the left can suddenly be pulled in and turned into a solid thrust.
Regular Techniques:
Wind-Up Tornado
The user will dash and leap towards the opponent with a sweeping roundhouse. As the user is spinning towards the target in the air, the user will then change the direction and start spinning the other way with twice the force. (Orientation does not matter)
Strike of the Robin
The user will leap into the air as high as he can, and while moving towards the opponent in mid-air, will backflip at the apex of his jump. Using the momentum from the spin, the user will then launch a descending kick at the target's chest. However, this first assault is just a feint. The user will land as lightly as possible, as intended, on the victim's chest, and will then continue the assault by letting his leg bend, smashing his knee into the target's face with as much force as possible. (Must be done facing the target)
Special Techniques: None
Stage 7
Stat Requirements: 37 Speed, 37 Strength,25 Stamina, 28 Willpower, 16 Tactics
Stat Bonus: +4 Speed, +4 Strength, +1 Stamina
Fluidity: Whether bounding in the air or on the ground, the user is now completely fluid. It would take an extremely experienced opponent to be able to find an opening anywhere. The user now resembles the flow of water, constantly moving while leaving no gaps.
Kicks: Able to crack boulders without a hitch, a kick would be able to totally devestate a target. Whether thrust or sweep, the opponent would be taken off his feet and fly through the air before landing a fair distance away (20 feet forward if thrust, 20 feet to either side, depending on the direction of sweep). An axe kick to the skull would take the victim out of commission and bury his face in the ground.
Directional Changes: Three directional changes are able to be made now. For example, a thrust can be smoothly transferred into an axe kick, which then becomes a sweep from the side. Changes can be made quickly enough to bypass blocks and leave an opponent bewildered about where the kick will come from. This works in mid-air too.
Regular Techniques:
Moon Kick
The user, when in close proximity with the target, back flips, landing a devastating blow to the target's chin, sending the opponent flying into the air (15 feet max). This does not apply to Human Tank archetypes. If Moon Kick is performed on a Human Tank, the HT target will only be lifted five feet, max. The user's strength must be higher than the target's stamina to raise him the full 15 feet. If not, divide the user's strength BY the target's stamina, then multiply the answer by 15. The final number is how many feet the target is propelled into the air. For Human Tanks, multiply the number by 5, instead of 15. Always round down. (Must be done facing the target)
Pile Driver
If the target is airborne due to a previous attack from the user, the user will then leap into the air above the target, and axe-kick the target's sternum. Whether or not this misses, when the opponent lands on the ground, the user will then begin to fall, driving his knee down towards the target. (Orientation does not matter)
Special Techniques: None