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Old 02-01-2006, 06:33 PM   #1
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Default Kyuusoku Seiryuu Iaijutsu (Sleeping Blue Dragon Iaijutsu)

Name: Kyuusoku Seiryuu Iaijutsu (Sleeping Blue Dragon Iaijutsu)
Type: Universal Weapon Based Taijutsu Style
General Requirements: A Katana

Iaijutsu is the art of drawing a sword in self defense. Unlike Kenjutsu, Iaijutsu focuses on defense and counter attack and is designed to be used in situations with unexpected violence. However, it is exactly this defensive nature which makes Iaijutsu so deadly. An ambush is always set up with the assumption that one can take the target by surprise and kill him/her before any response can be given. To assume this with an Iaijutsu kenshi would be suicidal. Any Iaijutsu technique consists of four parts.
  • Nukitsuke: The first strike that comes with the draw of the sword. The draw is one handed and if performed correctly can often times make the second stage unnecessary. Because Iaijutsu does not focus on dueling, Nukitsuke is the most important stage. A common axiom of Iaijutsu kenshi is "One Cut, One Kill." That is, there should be as few unnecessary cuts as possible. A single cut should be all that is needed to dispatch the enemy.
  • Kirioroshi: If the Nukitsuke failed to dispatch of the target, Kirioroshi is then performed to finish the job. Sometimes this can be only a single cut. Other times it can be several cuts. More often than not however, if the Nukitsuke failed, Kirioroshi explodes into a full scale Kenjutsu duel.
  • Chiburi: Literally, the shaking of the enemy's blood. This is performed after the enemy has been dispatched. By whipping the sword quickly to the side, blood can be taken off the blade.
  • Noto:The sheathing of the sword. A simple graceful action where the kenshi never looks at the sheath. While unnerving at first to sheathe a live blade without looking, with practice it becomes second nature. Generally Noto involves sliding the backside of the sword along the groove of the hand holding the sheathe until the tip falls into the sheathe, whereupon the rest of the sword then follows.
Kyuusoku Seiryuu Iaijutsu takes the most important aspect of Iaijutsu and expands upon that. Kenshi of this style are trained to have incredible reflexes and the speed to execute Nukitsuke even before the opponent knows what hit them. However, perhaps its most impressive aspect is not its speed and reflex but rather the intelligence and strategy that kenshi are trained in. Kenshi of this style are taught how to deal with situations when they may be surrounded, outnumbered or even outdrawn.

Since twenty years ago, when Kyuusoku Seiryuu Iaijutsu made is appearance in the world of the shinobi, it has evolved to fit the needs of a ninja. Perhaps most drastic is the incorporation of the use of chakra. Kenshi found it useful when chakra infused muscles could perform Nukitsuke and Kirioroshi at much faster speeds. Finally, some have even taken to use of chakra as a means of cutting. Nevertheless, the core principles of Iaijutsus, reflex, speed, and strategy, have all still remained intact and hold great importance in the schools of Kyuusoku Seiryuu Iaijutsu.

The most striking influence that charka has had on the Kyuusoku Seiyuu Iaijutsu Ryuu is the incorporation of the Seriyuu Batsu. These highly complex maneuvers are some of the pinnacle achievements of this style, and are for all intents and purposes they are its special techniques, and like the special techniques of many other taijutsu styles any move marked as a Seriyuu Batsu maneuver must be purchased separately.

There are also numerous stances described within this style. All of which are historical sword fighting positions. However, they have no effect mechanically, and really, they're just for show and authenticity.

Stage One – Academy Jutsus

Stage Requirements:6 Speed, 2 Strength
Stage Bonuses: +5 Speed, +4 Strength

Stances: Though Iaijutsu kenshi nearly always initiate an attack with the sword drawn, inevitable encounters against well trained enemies mean that dueling will occur. In these situations, kenshi revert to Kenjutsu. As such, it is important for kenshi to know the four basic stances used in dueling. In all cases, the katana is gripped the same, using the V formed by the thumb and second finger to line up with the back of the blade. Unlike in other Taijutsu styles, stances in Kenjutsu are used solely to determine what kind of strikes can be performed and what the overall defense is like. In of themselves, they serve no combat purposes.
  • Chudan no Kamae (Middle Stance): User stands with right foot forward, with weight on the right foot. Left foot sits directly behind the right foot, and turned at a slight angle to the left. Both feet should be directly underneath their shoulders. The katana is pointed at the opponents throat and is held with two hands. Arms are semi relaxed – not fully extended, and not crunched in. The elbows should be bent slightly, and the bottom of the hilt (kashira) should be about a fist away from the belly button. This is the standard dueling position. The placement of the katana keeps the opponent a swords length distance away and can repel charges by thrusting. Its middle placement gives it the opportunity to both guard and attack. This is the most well rounded of the stances.
  • Jodan no Kamae (High Stance): User stands with left foot forward, turned at a 45 degree angle. Left foot is directly behind, turned at about a 75 to 80 degree angle. Weight is on the left foot. Katana is raised above the hand, and angled back at about a 45 degree angle. It is held with both hands. The arms should be bent, almost as if the kenshi was waving a baseball bat above their head. This stance is highly aggressive, leaving the torso completely exposed. However, its placement of the sword in a high position means that it can launch an attack without having to raise it first. Additionally, this stance is also used with the one handed left hand strike which is the longest reaching technique by far.
  • Gedan no Kamae (Low Stance): The footwork is the same as Chudan no Kamae. However, the user lowers the katana and turns the blade to the right hand side, exposing the flat of the blade up. This stance is highly defensive, and very passive in appearance. Often times used to convey a lessening of tension, it can also be used to mask surprise attacks by highly trained kenshi.
  • Migi no Waki and Higari no Waki (Right and Left Side Stance): Migi no Waki and Higari no Waki are mirror images of each other and are simply chosen by kenshi's preference. Since most right handed kenshi used Higari no Waki, that is the one that will be described. User stands with right foot forward, turned at a 45 degree angel. Left foot is behind right foot at 75 to 80 degree angel. Both feet are planted directly under the shoulders. The katana is brought back behind the body of the kenshi until it is essentially invisible if viewed from directly in front. The blade faces the left hand side. This is a highly secretive stance, as it masks the katana from sight of the opponent. In fact, this stance is rarely used due to the tremendous danger that comes from using it. With the katana all the way behind them, the kenshi is particularly slow to guard. Most often, this stance is used for high powered one hit strikes designed to completely kill a target with one move as the rotational force of the cut as it swings around adds significant strength and speed.
Nukitsuke:The basic and most fundamental aspect of any Iaijutsu styles is the Nukitsuke. While it comes in many variations and forms, the spirit of the technique is still the same – to kill with the draw of the sword. At the Academy Level, only the most basic Nukitsuke is taught with the focus resting on the discipline, and general strength necessary to draw a sword with one hand. Only until the utter basics have been learned can a kenshi advance in his or her training. The strength of the kenshi allows nukitsuke at this level to be performed smoothly and steadily though they may lack speed and power. Nukitsuke can easily cut through clothing, flesh, and wet bamboo mats, but not much else.
  • Nukitsuke – Chudan Kiri (Draw – Middle Cut): Nukitsuke – Chudan Kiri is the most basic draw that can be performed. Starting with the katana in the sheath (saya), blade up, the user brings the hilt, (tsuka) to around the belly button area with his left hand by moving the saya. The right hand then grabs the tsuka and draws straight forward, blade still up. At the same time, the left hand pulls the saya back slightly. When the tip (kisaki) is about to leave the saya, the kenshi rotates the sword until the blade faces the left, and then with arm almost completely extended, swings and cuts in a straight horizontal pattern in front. This technique is practiced thousands of times over by beginners until it eventually becomes second nature to draw. Chudan Kiri can also refer to a horizontal cut aimed at the eyes or groin/thigh area when the kenshi is kneeling. Though these aren't the "middle" of the body, the cut is still the same and such is still considered Chudan Kiri.
Kirioroshi: Kirioroshi is the name for the second blow in the case Nukitsuke does not finish off the opponent. More often than not, it is a general term used for all Kenjutsu techniques that are used when a Nukitsuke fails to dispatch its target. At the academy level, kenshi only learn a few basic kata, all of which are designed to train and build comfort in drawing. As such, Kirioroshi is incredibly limited in its early stages, and even in late stages, still takes a back seat to Nukitsuke. Kirioroshi at this stage is somewhat slow but has a little more power than Nukitsuke since it is two handed. Kenshi can cut through human bone.
  • Kirioroshi – Yokokiri (Strike – Middle Cut):Kirioroshi – Yokokiri is very similar to its Nukitsuke counterpart. Kirioroshi – Yokokiri can be performed from Chudan, Jodan, or Higari no Waki. The kenshi simply brings the sword back and swings in a horizontal path. Yokokiri can be performed from both the left and right. The movement should be swift and unwavering to ensure a clean cut.
  • Kirioroshi – Shomen (Strike – Straight Head Cut): A straight vertical cut designed to cleave an opponent in two, the Kirioroshi – Shomen can be performed from Chudan or Jodan no Kamae. With both hands holding the sword above their head, the kenshi "draws" an arc from about 30 degrees back, all the way to the floor.
  • Kirioroshi – Yokomen (Strike – Side Head Cut): A variation of Shomen, Yokomen is designed to strike the sides of the head. Performed in nearly the same way, the only difference is the sword is tilted back, just before the cut is performed. It is important to note that the sword IS NOT tilted when raising it above the head since this gives away what direction the attack will come from. By using random variations of Yokomen, kenshi can keep targets preoccupied and guessing as to where the next attack will come from.
  • Kirioroshi – Tsuki (Strike – Throat Thrust):The simplest of the thrusting techniques, it is ironic that while Tsuki is the first thrusting technique taught, it is also the one that is reserved for high level kenshi to use during practice due to its dangerous nature. A wrongly performed Tsuki during practice can severely injure a partner; and it is for this reason that it is taught so early on. Taking virtually no skill, Tsuki is a sort of offensive guard to discourage opponents who may try to recklessly charge in. By simply stepping in and pushing the kisaki towards the opponents throat. Tsuki can only be performed from Chudan no Kamae.
Chiburi:Chiburi, literally the shaking of the enemy's blood, is performed with one hand. At the academy level, Chiburi is trained until it becomes relatively smooth and graceful to perform.

Noto: The kenshi is still getting use to his/her sword. Noto will undoubtedly be unnerving and slightly shaky.

Perception: At this point, the focus is not on perception and reflex, but rather getting basic movements down so they become second hand nature. Perception and reflexes are equal to that of an average Genin.

Strategy: Strategy at the academy level is simply a codification of basic dueling principles.
  • Distance: Maintain a constant distance between you and your opponent. The distance should be close enough so that you can strike with one step forward but far enough so that you can retreat if your opponent strikes at you.
  • Balance: Maintain center of balance at all times. Always try to make your opponent loose his/her balance and when that happens never let them regain it.
  • Points of Attack: There are five basic points of attack for a kenshi: Men (Head), Kote (Wrists) Do (Ribs/Torso), Tsuki (Throat) and Sune (Shins): While it is acceptable to strike other parts of the body, these are the ones that will do the most damage. A head strike, or throat thrust is an almost instant kill, while a strike to the torso will sever an opponent in half. Striking the wrists is an excellent way to incapacitate an opponent while striking the shins can severely restrict the movement of a duelist.
Stage Two

Stage Requirements: 9Speed, 6 Tactics, 5 Strength
Stage Bonuses: +5 Speed, +4 Strength

Nukitsuke:At stage two, the focus is on increasing the speed of the Chudan Kiri. By stage two, drawing Chudan Kiri is second nature. Its speed has increased moderately and can usually be done in time to deflect an attack though it is still too slow to pre-empt and cut the enemy directly. Two new draws are also learned at this stage, the Gedan Kiri and Jodan Kiri. At this stage, Nukitsuke strength has improved to the point where it can cut through a foot of some of the softer, dry woods.
  • Nukitsuke – Gedan Kiri (Draw – Low (Rising) Cut): Gedan Kiri, is the rising cut, used most often against aerial targets. The technique begins by turning the sheathed katana, blade down, then, following the convex contour of the blade, the katana is drawn. The path of the katana is a rising diagonal from left to right. While this kind of draw lacks the ability to track horizontally moving targets, it is great against vertically moving targets. Additionally, it allows for less down time between the Nukitsuke and any vertical Kirioroshi. Gedan Kiri can be executed while the kenshi sits in seiza. The draw is performed during the rise.
  • Nukitsuke – Jodan Kiri (Draw – High (Dropping) Cut):Jodan Kiri is similar to the Gedan Kiri in that it tracks its target vertically. However, Jodan Kiri comes from above, and probably is considered the most awkward looking of the Nukitsukes. The kenshi begins the draw with the blade up and begins to draw forward at a slightly raised angle. When the kisaki is about to leave the saya, the drawing hand greatly steepness the drawing angel so that the tsuka is well above the kenshi's head. Once the kisaki has left the saya, the katana is whipped straight down so that the kisaki begins its cutting art from the moment it leaves its sheath. The draw ends with the katana very low, below the waist line. Because of the awkward nature of Jodan Kiri, it is not performed often. However, it has the advantage of catching people off guard who usually don't expect the initial draw to cut from above.
Kirioroshi: Kirioroshi has gained slightly more strength and speed in its cuts. The focus is on cementing the basics into the mind and body of the kenshi. Old techniques are still focused on so that they become second nature and flawless. The speed of Kirioroshi still lacks behind that of Nukitsuke but the strength gap has increased slightly with Kirioroshi being the stronger one. The focus on training old techniques is demonstrated by the fact that only one new strike is taught at stage two. Kirioroshi at this stage can cut through a foot of moderately hard dry wood.
  • Kirioroshi – Kesakiri (Strike – Diagonal Cut):The Kesakiri does not differ much from Shomen or Yokomen and the only reason it is taught slightly later is due to its diagonal nature. Whereas the Yokomen was a diagonal cut to the head, the Kesakiri is a diagonal cut through the body and so the angel is sharper, and more force is needed. Any kenshi lacking the strength to complete the cut or the training to hold the katana stable runs a very high risk of breaking the sword if it does not cut cleanly. Kesakiri begins above the head, with the katana pointed straight back, much like Yokomen and Shomen. This is done to mask the intentions of the kenshi who can now launch three different attacks from a single starting position. Only when the katana begins to fall, is it shifted to its diagonal cutting path. Points of entry include either the shoulder blades, or under the armpits, depending on the situation. Kesakiri is a highly efficient technique for striking the Do; even more so than Yokokiri. The reason being that Kesakiri can be used while the opponent is about to perform a vertical strike, and thus exposes his or her torso. However, Yokokiri lacks any sort of meaningful defense against vertical attacks, whereas Kesakiri allows the kenshi to clash swords if he does not feel he could perform the attack fast enough without getting hurt.
Chiburi: Chiburi has not changed at all and will not change very much until later stages. At this point, kenshi may opt for personalized, more stylized, chiburi.

Noto: The kenshi has greater familiarity with his/her sword. Noto can be performed with a steady hand though it is still a bit slow.

Perception: Now that basic movements have become second nature, reflexes can be trained. At this point, physical reflexes are the focus. At this stage, kenshi should be fast enough to guard against attacks from other Genin of this stage, and can partially keep up with Genin in the stage above.

Strategy: At Stage Two, users finish learning the basics of dueling.
  • Distance:There are two safe zones when fighting against other weapons. The zone beyond the reach of the blade and the zone inside the path of the blade. Use size differences in blades and reach length to exploit these safe zones as a point of attack.
  • Opportunities of Attack: At the academy level, basic opportunities of attack are taught. The simplest is striking the Do when an opponent raises his or her sword to strike. A second opportunity is when an opponent aggressively charges in to attack. By stepping in and performing Tsuki, the kenshi can drive back the attacker or even kill him or her. Finally, striking the Kote while the opponent is in Chudan no Kamae is a good way to initiate an attack. Usually, it will be deflected, but if the kenshi is fast enough, he or she can cut the hands off an opponent.
  • Parrying: Diverting the force of an attack is always easier than blocking it. Letting an opponent's blade slide off yours not only reduces how much strength is needed to push back, but also forces his blade into awkward and unwanted positions. This sliding of blades can be used to the kenshi's advantage by using it as an opportunity to advance into the safe zones.
Stage Three

Stage Requirements:13 Speed, 8 Tactics, 7 Strength
Stage Bonuses:+5 Speed, +4 Strength

Nukitsuke: Stage three is the peak of Genin development. Nukitsuke is swift and smooth. Its speed has increased moderately and can guard against virtually all physical attacks at Stage Three. Nukitsuke can also pre-empt and cut opponents who aren’t above average on the speed scale. The last draw a Genin learns is the Maru Kiri. At this stage, Nukitsuke strength has improved to the point where it can cut through a foot of the all but the hardest woods.
  • Nukitsuke – Maru Kiri (Draw – Circle Cut):The Maru Kiri is not a particularly difficult draw to perform but is one of the most useful. Even high level Jounin use this draw regularly simply because of its efficiency and coverage. As its name implies the Maru Kiri cuts in a circle around the user. The opening of the draw is just like Chudan Kiri however, instead of stopping the blade once the drawing hand has reached the right side, the kenshi continues spinning, using the momentum of the draw to maintain movement. During practice, it may seem this draw requires more balance and rotational speed than anything else, but when used in actual combat, requires considerable force to execute properly. Since the Maru Kiri was designed as a draw to counter against multiple surrounding opponents, it anticipates the kenshi having to cut through multiple targets. To maintain rotational speed while performing this feat requires considerable strength. As such, Genin who use this technique will find it difficult to use for its true intended purpose. Instead, Genin often use this as a way to draw quickly against opponents behind them.
Kirioroshi: Kirioroshi speed has reached the point where it has the ability to claim a position as one of the faster sword based Taijutsu styles at this stage. Strength increases are not as glamorous, with Kirioroshi having only enough strength to cut through about a foot and a half of the hardest wood. Two new strikes are taught at this stage; the Higari Tsuki and Gyaku Tsuki.
  • Kirioroshi – Higari Tsuki (Strike - Left Hand Thrust): Higari Tsuki is a thrust performed with only the left hand, holding the very bottom of the tsuka. When thrusting, the entire body turns to face right with left food forward and left hand outstretched. Higari Tsuki is a thrust with a lot more range than the traditional two handed thrust. There are two variations to performing this technique. The offensive variant has the kenshi stepping from a ready position into the Higari Tsuki. The defensive variant has the kenshi stepping backwards, bringing the katana back so that it is eye level before stepping forward and thrusting. The defensive variant gives the kenshi time to evade an incoming attack while preparing the counter response and tends to be more powerful due to the coiling up and preparation that goes into the strike.
  • Kirioroshi – Gyaku Tsuki (Strike - Reverse Thrust): The Gyaku Tsuki is a fairly difficult thrust to perform due to its proximity to the kenshi's own body. The thrust is usually performed by stabbing the katana backwards between the left arm and torso. Therefore, great care must be taken when practicing to avoid injuries. Occasionally this be performed on the outside of the left arm but this generally lacks the surprise and power that the more traditional and common variation has. This technique is designed to strike opponents behind the kenshi when time to turn around is not an option. However, because the kenshi has his or her back to the opponent, and a thrust has very little coverage (compared to a cut), it has to be performed in very close proximity to ensure a hit.
Chiburi:Chiburi has changed little.

Noto:Noto is now a smooth and graceful motion. Its speed has increased slightly.

Perception: Physical reflexes continue to be perfected. At this stage, kenshi should be fast enough to guard against nearly all physical attacks from other Genin of this stage, and can adequately read the movements of Chunin in the stage above. However, their physical movements may limit their ability to respond in proper speed, even if their mind and eyes can spot the signs.

Strategy: At Stage Three, users finish learning the basics of dueling.
  • Psychology: A duel is as much of a metal battle as it is a physical battle. Genin are taught to stand firm and suppress their fears in duels, instead concentrating on their technique. This allows them to hold a little better against intimidating opponents who may very well be of a higher skill level than themselves. On the flip side, Genin are also taught to exploit the emotions of their opponents. Inciting anger, creating fear, and sowing confusion will throw an opponents game off. Mistakes are more likely to be made if the opponent is trembling in fear. It is completely acceptable to feign superiority to scare off opponents which may be too much to handle in reality.
Stage Four

Stage Requirements: 17 Speed, 16 Strength, 12 Stamina, 14 Tactics
Stage Bonuses: +5 Speed, +4 Strength

Nukitsuke: It is at this stage when Kyuusoku Seiryuu Iaijutsu begins to distinguish itself in speed. It is at this stage that chakra boosting comes into play. Having reached the edge of normal human physical capabilities, the kenshi must now rely on using chakra to accelerate his or her muscles for a faster draw. The blade has reached the point where it begins to blur in its appearance. Most Chunin will find it very difficult to keep up with the speed of the draw. The cutting power of Nukitsuke from this point will begin to rely on the speed of the blade rather than the actual muscular strength of the kenshi. Nukitsuke now possess the power to cut through the hardest wood and can cut all but the largest trees down in a single move. The kenshi also learns three new draws; the Gyaku Chudan Kiri, the Tsuka Kiri, and the Kojiri Kiri.
  • Nukitsuke – Gyaku Chudan Kiri (Draw – Reverse Middle Cut):The Gyaku Chudan Kiri is a complex move designed to confuse an opponent and also provide an opportunity to strike at unguarded areas. The draw is performed like a normal Chudan Kiri. However, once the katana has left the saya, instead of cutting across, the kenshi raises the tsuka slightly, and then whips the katana around his or her head to deliver a blow the opponent's left hand side. The confusing appearance of the draw and unexpected striking location tend to throw off opponents, allowing the hit to land even though it takes slightly more time to execute than a traditional Chudan Kiri.
  • Nukitsuke – Tsuka Kiri (Draw – Hilt Cut): The Tsuka Kiri and its reverse counterpart the Kojiri Kiri are two of the fastest draws in a kenshi's arsenal. Tsuka Kiri is performed when the distance between the kenshi and opponents are too small to draw normally and/or if there is not enough time to draw normally. Instead of pulling the sword out first, the kenshi steps in to near point blank range and thrusts the katana out, striking the opponent will the hilt of the sword. The kenshi then immediately steps backwards, and draws a Chudan Kiri. Whether the Tsuka actually hits is irrelevant since it forces the opponent back and into a defensive position giving time to perform a cut. If the Tsuka does in fact hit, it can be a painful stunning blow leaving them completely open to attack. Tsuka Kiri completely relies on speed and the belief from the enemy that no swordsman would ever get so close.
  • Nukitsuke – Kojiri Kiri (Draw – Sheath Butt Cap Cut): The Kojiri Kiri relies on the exact same principle as the Tsuka Kiri except instead of striking forward with the hilt, it strikes backwards with the butt of the sheath. Generally, Kojiri Kiri is a little harder to execute because the length of the striking point to the users hand is a lot longer (meaning inaccuracies) and also simply because the kenshi is facing backwards. Nevertheless, opponents generally have very little guard when attacking from behind thinking they are immune to response. Kojiri Kiri exploits that false belief in security. Kojiri Kiri uses Maru Kiri as its draw instead of the Chudan Kiri.
Kirioroshi: Kirioroshi speed has increased and now allows the kenshi to be a lighting fast duelist. Strength increaes rely on chakra boosting and speed. It is at this stage that Nukitsuke begins to surpass Kirioroshi in cutting power since both rely on speed and since Kirioroshi is generally slower. However, at stage four the gap is minimal. Kirioroshi, like Nukitsuke, possess the power to cut through the hardest wood and can cut all but the largest trees down in a single move. The kenshi also learns two new techniques, one of which is the start of the Seiryuu Batsu branch of attacks.
  • Kirioroshi – Sekken Kiri (Strike – Sweeping Cut): The Sekken Kiri is a low attack designed to cut the legs. It can be thought of as a low Maru Kiri. Directing the edge of the blade to the right, the kenshi begins to rotate around, while simultaneously lowering his or her body. By the time the kenshi is a quarter of the way around, he or she will be at the lowest point and the spin continues until a 360 degree path is cut. The rapidness by which the kenshi lowers him or herself makes this an excellent counter attack against horizontal attacks as it serves both to evade the attack as well as strike a vital target; the legs.
Special Technique
  • Kirioroshi – Seiryuu Batsu – Shiten Tsuki (Strike – Blue Dragon Attack – Four Point Thrust):The Seiryuu Batsu attacks (and hence the Seiryuu in the name) are named as such because these attacks are incredibly fast and because of the chakra needed leave distinct blue cutting lines. All Seiryuu Batsu attacks are not required for progression to later stages, but a true master would do well to learn them. (In order to learn a Seiryuu Batsu, a kenshi must have learned all Seiryuu Batsu before that.) The Shiten Tsuki is the simplest of the Seiryuu Batsu. It uses a powerful chakra burst to accelerate the kenshi for a brief moment, where the kenshi closes the distance. During this period, the katana is brought back, parallel to the ground and face, point forward. When the kenshi is around a foot away, he or she strikes forward, usually towards the upper torso. A second chakra burst powers up the arms and the kenshi proceeds to stab the opponent three more times. All of this happens at a much faster rate than any current or previous speed of attack. The weakness in this attack is its inability to penetrate guard. If the opponent throws up a guard before the kenshi can strike, none will land since the high speed throws out any possibility of changing points of attack. This attack, unlike other non Seiryuu Batsu attacks drains a measurable amount of chakra, and for reserve reasons, kenshi are told not to use this attack (and all other Seiryuu Batsu) in rapid succession. A one post cool down is required, and excessive use will severely drain the kenshi.
Chiburi: Chiburi has changed little.

Noto: Noto is smooth and quick.

Perception: Physical reflexes are nearing perfection. Training for mental perception begins. At this stage, kenshi should be fast enough to start pre-empting attacks, and striking before hand. However, most responses will be very basic and simplistic. Chuunin at this stage can hold their own against Chuunin at Stage Five but will find themselves heavily on the defensive with few opportunities to attack. Kenshi are now trained in spotting ambushes or possible gang ups. They are taught to note everything in their surrounding environment and to always have an escape plan.

Strategy: Kenshi learn how to deal with multiple opponents.
  • Distance:The best strategy when sandwiched between multiple opponents is to aggressively close the distance between you and an opponent. Not only does this provide you with the opportunity to punch through if you are surrounded, but by closing the distance between you and a single opponent, you also increase the distance between you and all the other opponents, especially the one behind you which is the most troublesome.
  • Attacking: Always attack as many opponents at once as possible if punching out is not an option. This ensures that your aggressors are always on guard and do not have the opportunity to attack you. Sweeping horizontals are particularly effective especially for launching surprise attacks against opponents behind you.
  • Escaping:There is honor in combat and dishonor in failure. But honor can always be regained when lost. Death is an absolute where honor can never be regained. Thus, running is sometimes an option. Use your environment to your advantage. Create chaos and disappear into it. If surrounded, do not be afraid to be slightly reckless. A few injuries sustained from punching out are better than death.
Stage Five

Stage Requirements: 23 Speed, 17 Strength, 16 Tactics, 16 Stamina
Stage Bonuses: +5 Speed, +4 Strength

Nukitsuke: The blade has reached the point where it blurs significantly in appearance. Most Chunin at this stage will find it very difficult to keep up with the speed of the draw. Jounin will not have the luxury of being relaxed when dealing with the speed of Nukitsuke. Nukitsuke now possess the power to cut through two foot blocks of concrete. The kenshi also learns two new draws; the Niten Kiri, and the Seiryuu Batsu – Ushiro Kiri.
  • Nukitsuke – Niten Kiri (Draw – Two Way Cut):The Niten Kiri is a expansion of Chudan Kiri. By taking advantage of the increased speed, kenshi deliver a second blow after the initial draw by cutting back to the left. When used successfully, Niten Kiri leaves a huge mess by cutting its target into three pieces. The greatest advantage of the Niten Kiri, however, is not its increased killing potential, but its ability to strike twice. Opponents who may simply be expecting a Chudan Kiri may be caught by surprise when the second stroke comes back in.
Special Technique
  • Nukisuke – Seiryuu Batsu – Ushiro Kiri (Draw – Blue Dragon Attack – Back Cut): Ushiro Kiri takes the idea of backstabs to a whole new level. One of the most difficult moves to perform, the speed acquired here is integral to later stages multi directional cutting. The theory behind Ushiro Kiri is to strike an opponent where he or she least expect it which is the backside. Facing the kenshi, the enemy worries most about the front and sides, thinking that it would be nearly impossible to get behind them. Ushiro Kiri does exactly that. By using an enormous burst of chakra, the user literally runs past the opponent before turning around and slashing into the back. The amount of training and chakra needed to have the speed to get behind the opponent without them reacting is monumental. In order to prepare for the attack, the kenshi must start gathering energy for one post, limiting their attacks to Stage Three and below for that post. Once the attack has been executed, there is a three post cool down. The tradeoff for this heavy cost is a blazing fast attack that will be very difficult to react to.
Kirioroshi: Kirioroshi speed has increased and now allows the kenshi to be a lighting fast duelist. Strength increases rely on chakra boosting and speed. Nukitsuke is now noticeably faster and stronger than Kirioroshi. Kirioroshi now has the power to cut through a foot of concrete. The kenshi also learns the only solely defensive technique in this style of Iaijutsu, the Hyoujin Koutetsu Kaiten.
  • Kirioroshi – Hyoujin Koutetsu Kaiten (Strike – Sharp Armor Revolution): Hyoujin Koutetsu Kaiten was developed after kenshi realized they were more or less helpless against long range projectiles. While the average shuriken or kunai can easily be dodged with raw speed, waves of said items or arrows proved problematic, especially when coming in from multiple angles. Thus the Hyoujin Koutetsu Kaiten was developed. By holding the katana hilt up, and kisaki down – in essence, holding the blade vertically, pointed down – the kenshi is able to rotate rapidly around, creating a cocoon of steel. This technique is particularly hard to execute because in order to get the rotational speed needed without using the body's momentum, the kenshi must learn to mold large amounts of chakra into their feet, and then spin it.
Chiburi: Kenshi learn the only practical use for chiburi – the Chihimatsu
  • Chiburi – Chihimatsu (Blood Shake – Blood Spray): Chihimatsu is a distraction and psychological warfare technique where chiburi is used to fling blood at enemies. Chihimatsu is usually aimed at the eyes, and requires far more speed than a traditional chiburi to give the spray additional range. Kenshi have found this technique useful for distracting opponents, or bliding them temporarily. Even if the blood does not get into the eyes, some opponents may find it rather distracting to have their own blood flung back at them.
Noto:Noto has changed little.

Perception: Perception is now solely dependent on the mind. Spotting reflexes are continually trained on with kenshi practicing the memorization of their locations. Kenshi also begin to learn how to read body language. Though they are incapable of pre-empting before an attack has even started, they at least know it in their mind. It is now a matter of their body catching up.

Strategy:Kenshi learn how to utilize their environment and win the psychological battle.
  • Distance: Kenshi are taught good locations for fighting. If going against multiple opponents, fight in areas which force groups of opponents to split up. For example, a forest will put trees between your opponents giving you a barrier in which you can kill individual targets without worrying about your backside.
  • Psychology: The illusion of omni presence is completely unnerving. Use your speed advantage to make it appear as if you are constantly everywhere around your enemy. Projection of voice, and creating sounds elsewhere are all integral to the illusion that you have single handedly surrounded your enemy.
Stage Six

Stage Requirements:30 Speed, 25 Strength, 21 Stamina, 22 Tactics, 14 Willpower
Stage Bonuses:+5 Speed, +4 Strength

Nukitsuke: The blade has reached the point where the blade is virtually invisible, appearing as nothing more than a translucent wave. Jounin at this stage will be heavily on the defensive, and any attempt at ambush or first strike is almost guaranteed failure. It is at the Jounin stage that kenshi begin to truly fulfill the doctrine of One Cut One Kill, as most enemies will not have any time to respond. Nukitsuke now possess the power to cut through two foot blocks of soft metal. The kenshi also learns two new draws; the Hachten Kiri, and the Seiryuu Batsu – Shiho Kiri,
  • Nukitsuke – Hachten Kiri (Draw – Eight Way Cut):The Hachten Kiri is the final (non Seiryuu Batsu) draw, learned by kenshi and represents the pinnacle of human speed without the aid of massive chakra bursts. The Hachten Kiri is a high speed draw combo that cuts both ways along the four main axis, both diagonals, horizontal, and vertical. Kenshi are allowed to mix up which paths they cut first depending on the situation making the Hachten Kiri as unpredictable as it is fast. The result is a deadly draw that strikes multiple times and attempts to strike wherever the enemy is not guarding. Enemies would do well to attack from a distance or have some sort of all encompassing defense if they don’t want to run a large risk of cutting cut into multiple pieces
Special Technique
  • Nukitsuke – Seiryuu Batsu – Shiho Kiri (Draw – Blue Dragon Attack – Four Direction Cut):The Shiho Kiri is a technique useful against both a single target and large groups. Like the Hachten and Niten Kiri, it attempts to cut the enemy multiple times in different areas. However, whereas the Hachten and Niten Kiri were all done facing the opponent, Shiho Kiri is executed by attacking from different directions. The result is a slightly longer delay between each cut but the opportunities it opens up by allowing the kenshi to attack every side is invaluable. On the flip side, this technique can also be used against multiple opponents since instead of attacking from multiple directions, the kenshi simply travels to different opponents. Due to the enormous chakra demands, the kenshi must store chakra for three posts, during which he or she is limited to Stage Two techniques. There is also a five post cool down. Despite these costs, the Shiho Kiri is one of the most potent techniques in a kenshi's arsenal.
Kirioroshi:Kirioroshi speed has increased and now allows the kenshi to be a lighting fast duelist. Strength increases rely on chakra boosting and speed. Nukitsuke is not significantly faster and stronger than Kirioroshi. Kirioroshi now has the power to cut through half a foot of soft metal. The kenshi also learns the most powerful and useful counterattacking technique in the Kyuusoku Seiryuu Iaijutsu arsenal, the Henshin Kiri.
  • Kirioroshi – Henshin Kiri (Strike – Deflection Cut): The Henshin Kiri is the ultimate counter attack technique in a kenshi's arsenal. In fact it is quite simple, as it is only a fusion of already learned techniques, and already learned strategies. Nevertheless, its fusion into a single fluid technique makes it as deadly as it is.By sliding the blade along the enemy blade, the kenshi is able To come in very close and cut well within – and out of – the enemies guard zone. However, the effectiveness of this technique is based on the enemies continued attack. Thus, almost no resistance can be given to push the attack back. Instead, the kenshi must be very fluid and move with the attack, while stepping in for the cut. This is incredibly dangerous and requires not only raw courage, but the coordination to let the enemy attack continue without hurting the kenshi. If done properly however, the kenshi will be able to attack with the enemy having no ability to defend.
Chiburi: Chiburi has changed little.

Noto: Noto has changed little.

Perception: Perception is now solely dependent on the mind. Kenshi are nearing mastery of how to read body language. By analyzing facial expressions, shifts in body weight and tenseness of muscles, the kenshi is able to discern to a very accurate level, what the enemy is about to do. Kenshi still lack the quickness of mind to deliver a pre emptive attack before an attack is initiated, but are able to plan their response.

Strategy:Kenshi learn how to maximize use of their environment
  • Objects: Use all objects at your disposal to achieve any of the earlier points of strategy. This includes kicking up sand, throwing buckets or entangling opponents in clothes lines etc.
  • Shadows: Kenshi are taught to use the shadows to hide themselves from enemies. Additionally, by running through patches of light and then back into shadow, they can more easily distort their enemies visions. Once the enemy has looked into light, they will be virtually blind when looking into shadows.
  • Anchors: Use walls and posts to rapidly change your direction of attack without slowing down or loosing power. This is integral in battles against multiple opponents or in duels against very fast enemies.
  • Hidden Enemies:If you cannot find your enemies or they are hidden, place yourself in an open field where you can see them coming for a good distance. Otherwise, make sure that you are the one hidden.
Stage Seven
Requirements:Admin Approval

Stage Requirements: 40 Speed, 30 Strength, 29 Stamina, 24 Tactics, 20 Willpower
Stage Bonuses: +5 Speed, +4 Strength

Nukitsuke: The final stage of Kyuusoku Seiryuu Iaijutsu is a truly spectacular demonstration of speed and reflex. The pinnacle of this style's speed is manifested here. Oddly enough, a stage seven draw is far more visible than a stage six draw. However, its visibility means nothing because the draw speed is now so absurdly fast that many opponents would die before they even made sense of what they saw. Because it is nearly impossible to improve speed through the human body alone, stage seven achieves its maximum speed by using a technique known as Choukoku.
Special Technique
  • Nukitsuke – Seriyuu Batsu – Choukoku (Draw – Blue Dragon Attack – Hyper Cutting):Choukoku is not at attack in of itself, but rather a technique that improves the cutting speed and power of all previous techniques, preventing techniques as simple as Chudan Kiri from becoming obsolete. The result is an excellent well rounded arsenal at the hand of the kenshi. Choukoku uses principles used in Seiryuu Batsu, but to a lesser degree. As such, it would be folly to expect Choukoku to turn all techniques into the special attacks of Seiryuu Batsu. Choukoku improves speed to the point where the path of a blade can no longer be followed. Instead, when a draw is performed, it appears as a blue line. The motion of the blade is nearly impossible to see with a normal human eye. With such speed, also comes increased cutting power, giving Nukitsuke the ability to cut through two feet of moderately hard metal (moderately hard metal includes metal chains and street lamp posts, but not swords or shuriken). Using Choukoku can be draining over long periods of time. As such, it cannot be used for more than five posts, unless there is significant resting involved. However, at this level, rarely should a battle ever draw on that long. Mechanically, this move allows the user to add their control stat to the speed of their draws for the duration of the move.
Kirioroshi:Kirioroshi speed has also maxed out with attacks being nothing more than a translucent blur. Kirioroshi strength has reached the point where it can cut through two feet of soft metal. The final dueling technique, integral to the god like speed of Kyuusoku Seiryuu Iaijutsu is learned at this stage.
  • Kirioroshi – Juukan Kiri (Strike – Running Cut):The Juukan Kiri is a cut that has no swing. The kenshi holds the katana in a pseudo Higari no Waki position. Instead of swinging the katana however, the kenshi uses incredibly speed to run the katana through the enemy. There are three major advantages to using this technique. First, because no swinging is involved, most strength and concentration can be focused on gaining the maximum speed possible. Second, because the blade is either on the left or right hand side, it is naturally evasive since the kenshi never directly faces the opponent. Since the kenshi is simply running while towing a katana around, there is little loss in actual motion and direction can be changed much easier than if a swing had to be performed. The result is a move that can be used to attack large packs of enemies in one go as the kenshi simply dashes around the battlefield hacking his or her enemies apart with the full force of his body weight and speed.
Chiburi: Chiburi has changed little.

Noto: Noto has changed little.

Perception: Perception is now solely dependent on the mind. Kenshi have mastered how to read body language and to adequetly respond. Often times, kenshi will know when an attack is about to occur even before the enemy has made a single move, allowing for pre emptive attacks. To kenshi at this stage, enemy movements are easily predictable and just as easily countered. They know how enemies will respond to certain attacks, and how enemies will move if presented with certain opportunities.

Strategy: Kenshi learn the final, most important strategic ability; having a sharp and quick mind. Kenshi learn how to manipulate enemy positions without prior planning; that is, they are able to come up with a plan of attack in a matter of seconds. By moving in certain directions and with enough experience knowing how most enemies will react, kenshi learn to plan ahead. Attacks are absolutely efficient from the perspective on the entire battle.

Last edited by Jami; 03-24-2014 at 06:15 PM..
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