Art ©
Sysygy
Zali ©
Anthonylix09
Like: having her feets worship, foot massages, Her big brother, tea, quite walks without her pants, swimming, playing Cello, meditation, volley ball game, training in the woods, Inventing Gadgets, sleeping without her pantie or pajamas pants, her boyfriend Calvin, and reading books.
Hobbie: playing volleyball, surfing, training alone, spar training, flying ticks, play Violin, Likes to play Bassoon, Parkouring, and play Cello (Most ot the time)
Dislike: Being tickled, show off types, darkness, stabbing, gettin stabbed, Nightmare about Her past of her parents got killed, Cockroaches, Gore, and Blood
Ailsa: Water Bender and Scientist/Mechanic "She gots it from her previous mother."
Ki Type: Ki no Kaihou ("Release" of Ki) - which allows the user to release their Ki outward from their bodies and use it in various ways against their opponents. The only disciple leveled fighters capable of reaching this stage are High Class Disciples. The Experts and all of the Master Class levels have achieved practically endless uses of this stage of Ki control.
Katsujinken (the Life giving fist) or Satsujinken (Fist of Killing) Type: Katsujinken (the Life giving fist) - is a belief among martial artists where it is believed that martial arts practitioners should not kill an opponent, even if their own lives are at risk. They believe that life is sacred, that one man can not take another's life, and so they never fight to kill, always looking to end fights with those involved alive, they always seek to preserve the lives of all.
Sei or Dou Type: Dou (Motion) - The word "Dou" means motion. A Dou type martial artist uses his/her anger to exceed his/her limits. As such, they tend to be aggressive in combat, and very rarely strays from the offensive. At some cases, they are even bestial, as seen with Zali, after receiving intense emotional pain and frustation, respectively. Users seem to rely heavily on instincts and brute strength when fighting. Dou fighters have a technique for reading the opponent's movements which relies on exciting themselves that's an equivalent to a Sei fighter's Ryūsui Seikūken. A Dou fighter focuses on making their ki "explode" after channelling it through a target to deal damage. It appears that Dou types are more prone to move onto the path of Asura (the killing path), because they fight with anger, and can hardly control themselves when fighting. However, Zali are able to uphold the principles of Katsujin-ken because of her own natural sense of kindness.
Clothing: Momoko's Pant from King of Fighter XI and Ninja Jacket Vest
Fears: Fear Of Cockroaches, Blood, and Gore
No Tolerance: Disgusting Goreness
Accessories: Flamel Cross Combine with Shenron Ouroboros Tattoo on her back, Inhibitor Rings, and Bandana.
Fighting Style: Capoeira Kicking Techniques (Grand Master level), Monkey Style Kung Fu -Grand Master Level- (Monkey Fist), Baguazhang (Eight Trigram Palm) -Grand Master Level-, and Tai Chi (Grand Master Level)
Friends: Wuya, Rita, Lydia, Valora, Lira, Orenda, and Kiara
Family Members: Andrew Longwei (Big Brother) and Tina (little sister)
Powerlisting Wikia Skills: Water Bending
Techniques Combat:
Seikuuken: A combat method that involves controlling the entire radius within one's arm length, creating a spherical shield around oneself. It can be used for offence and defence. Weapon users such as Kagerō Kii can extend the range to several feet around them with the additional length of their weapons, allowing them to defend even at mid-range. More experienced fighters can even extend the range with minimal lengths by using air pressure. However, a Seikūken with a larger radius is not necessarily better. Besides having a larger radius, having a Seikūken with a very small radius can also be useful too.
The Seikūken can only be erected with a calm mind (i.e. jumping around or moving will make it difficult). if one is not calm, it would be near impossible for him or her to erect the Seikūken.
Ryuusui Seikuken: Ryūsui Seikūken is an advanced form of the original Seikūken. Instead of extending the radius of the Seikūken, it turns that principle inward, reducing it to a thin layer above the skin to dodge the opponent's attacks at the last possible second. This principle is necessary because dodging at the final moment before an attack hits saves time and energy. An absolutely calm mind is necessary to be able to use it, as even a slight degree of emotion will disrupt the technique. "It's shallow, but Ryūsui Seikūken has definitely been activated". This technique involves understanding one's opponent and feeling their rhythm. The user may be able to sense the nature of their opponent's spirit and inadvertently lose concentration based on what they discover. There are 3 levels in of Ryūsui Seikūken. These levels could also be thought of as steps in a sequence to the next level:
First Level: Read the opponent's flow.
Second Level: Combining the opponent's movements with your own.
Third Level: Overpower the opponent by anticipating his moves and use his flow against him before he even thinks of it.
Capoeira
Chapeau De Couro: The user attacks the opponent with a swinging kick from behind.
Cabeçada: The user grabs the opponent's upper body and attacks them with a powerful headbutt.
Mariposa: The user kicks the opponent on the side of their body.
Tesoura De Costas: The user grabs the opponent with their legs and slams them onto the ground.
Jogo: A special technique used in Caporeia. The user allows themselves to be hit in order for them to wait for a chance to hit their opponents with a barrage of attacks.
Renewal Taekwondo
Bo-Bup (Way of Walking): Basically it is a type of movement technique that allows one to appear behind, next to, above, etc their opponent instantaneously.
Hoe Grab (Kor: 호미걸이): It is used to grab an opponent in a lock position. The fighters faints a reverse kick with one leg and uses that leg to hold the arm of the opponent and uses the other leg to hit the opponent in the side of their head, completing the move. It can be used with variety of combinations with other skills including Spinning Top Kick.
Hoe Hook (Guard Breaker): It is used to break an opponent's guard by using Hoe Grab from above. Its Korean name is the same of Hoe Grab.
Leg Hook: It is used to bring down an opponent by carrying down a high kick upon their shoulders.
Spinning Top Kick (Kor: 팽이차기): With one' s back towards the opponent, kick to the face while turning 360 degrees.
Ground Drawer: Grinds the floor with tip of user's foot while spinning.
3rd Stance Hwechook: Executes normal hwechook in taekwondo three times in a row either from left or right, followed straight away from the opposite direction, then from behind. If the victim flinches and tries to evade by going back, damage increases. It aims at the opponents brain with the first and second kick and finishes the opponent with the third.
Dragon Seize: Advanced version of Hoe Grab. Jumps up into high air while holding the victim's neck with Hoe Grab while spinning in high speed. The victim is then thrown into the ground with their head going downwards.
Dragon Sign Hwechook: While charging, user concentrates their force on the foot which will execute the Hwechook, crushing the ground, then channeled the power to tip of the user's right foot. depending on the kick it could be release upward or horizontally. (sometimes called Jin Hwecook/ Truth Tornado)
Sickle Kick: A technique performed by lowering ones leg onto an opponents rising limbs to prevent them from carrying out their attacks. It can also be used at the neck of the opponent like a sickle to flip the person.
Scissor: A kick performed in a diagonal motion at the neck of a person forming a scissor shape as she legs go down.
Axe: After jumping in the air then performing a spin while coming down with a foot stretched out horizontally a huge wave of air is generated. The force of this attack is great enough to split the ground.
Ground Slash: An kick performed on a down or nearly down opponent to get them back on their feet.
Gor Yo: two horizontal kicks performed in quick succession at the head of the opponent.
Rising Back Kick: A technique delivered by kicking one's opponent after turning his back in an vertical position.
Reverse Spin: A kick performed by instead of going forward goes backward. It can be performed both high and low and is also called Back Spin.
Low Spin: A kick performed by faking a reverse high kick but by using the momentum of Leg hook is used to spin on the ground performing a kick at the legs.
Front Spin: The opposite of the Reverse Spin performed high instead of low.
Arang: A punch performed at the opponent that sends a shockwave through the opponent sending them flying away.
Axe: A descending technique. While in the air, the user front flips creating a downward and then follows up with an axe kick. In the act of dropping his heel, it creates a wind force strong enough to damage multiple opponents in the path of the kick.
Blue Dragon's Kick: It is a technique developed by Zali in his fight against an oppnent after observing she Blue Dragon's Storm. It was strong enough to destroy a large circular area twice the size of the ring. He is also able to control the air pressure around him.
Kicking Imoogi: version of Blue Dragon Kick, can be used in succession with Blue Dragon Kick.
Double Blue Dragon's Kick: It is a technique developed by Jin Mo-Ri after observing her Blue Dragon's Storm. It was strong enough to destroy a large circular area twice the size of the ring. She is also able to control the air pressure around him. Later down her mastery of it becomes great enough to generate two dragons at the same time.
Renewal Front Kick: Based off the Northern Front kick, when executed the technique is capable of defeating at least 6 persons at once by kicking upwards into the air.
Lowest Round Kick: This move is performed after dodging an opponents attack at the upper body by ducking to the ground. Using this force the user does a 180 round house kick that is parallel to the ground aim at the opponents feet. It is used to link to the Dragon Seize technique.
True Round Kick: This move is performed when standing upright. When using this technique the user takes a stance and attacks using the force generated when the user does a 180 round house kick that is parallel to the ground aim at the opponents feet. It is so powerful that it is capable of wiping out an entire mountain.
Sonic Kick: It is a kick delivered so fast that it breaks the sound barrier and goes supersonic. As it is a kick that uses air pressure it can be blocked so it is better to dodge. Also it can used as a long range attack.
Somersault Kick
Eight Trigrams Ultimate Wind Palms: Zali uses her Eight Trigrams Vacuum Palm thrice on her opponent, sending them crashing into a plateau of stone, before using it again to collapse the plateau on the opponent.
True Eight Trigrams Sixty-Four Palms: Zali leaps forward and strikes the opponent several times in the back before dashing in front of them. She strikes several more times until using an Eight Trigrams Palms Revolving Heaven-like strike to launch the opponent into the air. There, Zali strikes the opponent before several more times hitting them once more at light speed, blasting them into the air in a beam of chakra.
Eight Trigrams Sixty-Four Guard: this is a highly versatile technique which affords both offensive and defensive capabilities whereby she emits a constant stream of Ki from her palms, which are formed into extremely thin, sharp, blades. While using this technique offensively, Zali shapes the Ki into thin, sharp, flexible blades allowing her to hit hundreds of targets with extreme precision and can cut smaller targets into pieces. When used defensively, Zali creates much larger, stronger, more flexible, arc-shaped Ki blades that spread out across her entire attack range, effectively forming a barricade between herself and her opponents, rebuffing even the largest and smallest of targets. With the addition of Zali's flexibility, the technique creates an "absolute defence", though the cutting nature of the chakra prevents any outside force from restricting it.
Eight Trigrams Three-Hundred-Sixty-One Style: This jutsu allows the user to strike all 361 chakra points of the opponent, paralysing them with each blow and instantly killing them upon the final hit. When using this technique, the speed of the user is comparable to that of the Reverse Lotus.
Eight Trigrams One-Thousand Twenty Four Palms: the user envisions an Eight Trigrams circle. Then the enemy within this circle is hit with a series of violent blows. By striking all of the tenketsu throughout the opponent's Chakra Pathway System, their chakra flow is stopped, making them unable to even stand.
Once someone is within range of the user's field of divination, the user assumes a Gentle Fist stance and begins to deliver the attack:
First, two consecutive strikes to make two. Second, another two consecutive strikes to make four. Third, four consecutive strikes to make eight. Fourth, eight consecutive strikes to make sixteen. Fifth, sixteen consecutive strikes to make thirty two. Sixth, thirty two consecutive strikes in succession to make a total of sixty four strikes. Seventh, sixty-four consecutive strikes to make one hundred twenty-eight. Eighth, one hundred twenty-eight consecutive strikes to make two hundred fifty-six. Ninth, two hundred fifty-six consecutive strikes to makes five hundred twelve. Tenth, final five hundred twelve consecutive strikes to makes one thousand twenty four strike
Each set of strikes is done at an exponentially increasing pace and strength. The attack not only disables the enemy but also knocks them back with every set of strikes. This version is much stronger than Eight Trigrams Two Hundred Fifty-Six Palms , Eight Trigrams One Hundred Twenty-Eight Palms and Eight Trigrams Sixty-Four Palms. Until now, no one has survived the blows of this technique.
Eight Trigrams Rotating Halo: The user spins around rapidly, using only the tenketsu from their hands to emit chakra. The result is that the user creates a spinning blue ring of chakra around them. The user then stops abruptly, causing the spinning ring to race outward at a high speed, knocking anyone struck by it across good distances as well as targetting some internal organs. This is considered a less effective, but farther version of the Eight Trigrams: Palms Revolving Heaven. The best way to avoid this technique is merely have enough speed to duck or jump over it.
Eight Trigrams: Spinning Pinwheel: A vertical version of the Eight Trigrams: Palms Revolving Heaven, after jumping into the air, the user emits chakra from every tenketsu in their their body. Then, as they descend upon the opponent, the user flips until they resemble a rapidly spinning pinwheel. Upon impact, the user attacks the target with their palms and feet at several hits per second as well as using their chakra to keep them in midair. The target is stunned by the rapid hits as well as their body suffer direct hits from the Gentle Fist. The user finishes off with a heavy kick or Gentle Fist strike which knocks the target onto their back some distance away.
Psychic Power Moves:
Psi Thunderbolt: which creates a powerful thunderbolt from Zali's hand.
Psi Force-Field: Zali creates a powerful psychokinesis force-field around himself or others from any explosions or energy blast.
Psi Indra Thunder Arrow: Zali creates a longbow and arrow which are infused with lightning-natured Chi Energy. One arrow was powerful enough to producing a massive explosion on impact.
Psi Gun: It concentrates telekinesis chi energy into the user's hand, releasing it through one's finger tips in the form of a blast. The Psi Gun requires the concentration of Psychokinesis Chi energy in the fingers, which is released via a mental focusing technique where one mentally "pulls the trigger".
Psi Mega Gun: The whole basis of the Mega-Psi Gun, is identical to the Psi-Gun, Zali technique will form exactly, ready after the coup, he continues to focus energy making the energy grow, it continues to focus the energy until it reaches a critical mass, and then pulls an imaginary trigger released into a cannonball of pure energy. As the technique gives way, it is very similar to Psi-Gun during their training process, but when it reaches critical mass, its size expands to a sphere of blue-green energy, greater than the actual whole body. When the energy reaches a target, it potentially kills instantly and generates a powerful blast of atomic levels, completely destroying both the target and the region, energy forms a dome of energy that expands will proportions of many square miles, then explodes in a mushroom cloud of smoke.
Psi Fireball: Zali create a medium-size shpere of fire then throw at the opponent that carries the emeny away and causes a big explosion on impact.
Psi Fire Finale: Zali launching a powerful two-streamed blast of fire, which hits many times. It expands vertically as it moves away from Zali. As the blast moves away from him, opponents that come in contact with the vortex are knocked slightly to the side, and are thus forced to travel with it. Opponents that are in the center of the vortex are more easily trapped by it.
Psi Regeneration: Longwei heal himself using telekinesis, with the Longwei's strength/mental strength and power over telekinesis defining the rate of regeneration.
Psi Magnet Gatling: Longwei shoot out bullet-shaped blasts of Magnetic Energy from his hand, similar to a gatling gun.
PK ElectroMagnetic Ball: Zali generates a giant sphere of electromagnetic energy that moves towards the target. It repels enemy attacks, while any enemies that come into contact with it are forcibly drawn and kept inside the sphere by electromagnetic energy, and then electrocuted.
PK Gatling Barrage: Zali shooting out bullet of energy-shaped blasts which devastates at multiple enemys at once.
SysygyZali ©
Anthonylix09Like: having her feets worship, foot massages, Her big brother, tea, quite walks without her pants, swimming, playing Cello, meditation, volley ball game, training in the woods, Inventing Gadgets, sleeping without her pantie or pajamas pants, her boyfriend Calvin, and reading books.
Hobbie: playing volleyball, surfing, training alone, spar training, flying ticks, play Violin, Likes to play Bassoon, Parkouring, and play Cello (Most ot the time)
Dislike: Being tickled, show off types, darkness, stabbing, gettin stabbed, Nightmare about Her past of her parents got killed, Cockroaches, Gore, and Blood
Ailsa: Water Bender and Scientist/Mechanic "She gots it from her previous mother."
Ki Type: Ki no Kaihou ("Release" of Ki) - which allows the user to release their Ki outward from their bodies and use it in various ways against their opponents. The only disciple leveled fighters capable of reaching this stage are High Class Disciples. The Experts and all of the Master Class levels have achieved practically endless uses of this stage of Ki control.
Katsujinken (the Life giving fist) or Satsujinken (Fist of Killing) Type: Katsujinken (the Life giving fist) - is a belief among martial artists where it is believed that martial arts practitioners should not kill an opponent, even if their own lives are at risk. They believe that life is sacred, that one man can not take another's life, and so they never fight to kill, always looking to end fights with those involved alive, they always seek to preserve the lives of all.
Sei or Dou Type: Dou (Motion) - The word "Dou" means motion. A Dou type martial artist uses his/her anger to exceed his/her limits. As such, they tend to be aggressive in combat, and very rarely strays from the offensive. At some cases, they are even bestial, as seen with Zali, after receiving intense emotional pain and frustation, respectively. Users seem to rely heavily on instincts and brute strength when fighting. Dou fighters have a technique for reading the opponent's movements which relies on exciting themselves that's an equivalent to a Sei fighter's Ryūsui Seikūken. A Dou fighter focuses on making their ki "explode" after channelling it through a target to deal damage. It appears that Dou types are more prone to move onto the path of Asura (the killing path), because they fight with anger, and can hardly control themselves when fighting. However, Zali are able to uphold the principles of Katsujin-ken because of her own natural sense of kindness.
Clothing: Momoko's Pant from King of Fighter XI and Ninja Jacket Vest
Fears: Fear Of Cockroaches, Blood, and Gore
No Tolerance: Disgusting Goreness
Accessories: Flamel Cross Combine with Shenron Ouroboros Tattoo on her back, Inhibitor Rings, and Bandana.
Fighting Style: Capoeira Kicking Techniques (Grand Master level), Monkey Style Kung Fu -Grand Master Level- (Monkey Fist), Baguazhang (Eight Trigram Palm) -Grand Master Level-, and Tai Chi (Grand Master Level)
Friends: Wuya, Rita, Lydia, Valora, Lira, Orenda, and Kiara
Family Members: Andrew Longwei (Big Brother) and Tina (little sister)
Powerlisting Wikia Skills: Water Bending
Techniques Combat:
Seikuuken: A combat method that involves controlling the entire radius within one's arm length, creating a spherical shield around oneself. It can be used for offence and defence. Weapon users such as Kagerō Kii can extend the range to several feet around them with the additional length of their weapons, allowing them to defend even at mid-range. More experienced fighters can even extend the range with minimal lengths by using air pressure. However, a Seikūken with a larger radius is not necessarily better. Besides having a larger radius, having a Seikūken with a very small radius can also be useful too.
The Seikūken can only be erected with a calm mind (i.e. jumping around or moving will make it difficult). if one is not calm, it would be near impossible for him or her to erect the Seikūken.
Ryuusui Seikuken: Ryūsui Seikūken is an advanced form of the original Seikūken. Instead of extending the radius of the Seikūken, it turns that principle inward, reducing it to a thin layer above the skin to dodge the opponent's attacks at the last possible second. This principle is necessary because dodging at the final moment before an attack hits saves time and energy. An absolutely calm mind is necessary to be able to use it, as even a slight degree of emotion will disrupt the technique. "It's shallow, but Ryūsui Seikūken has definitely been activated". This technique involves understanding one's opponent and feeling their rhythm. The user may be able to sense the nature of their opponent's spirit and inadvertently lose concentration based on what they discover. There are 3 levels in of Ryūsui Seikūken. These levels could also be thought of as steps in a sequence to the next level:
First Level: Read the opponent's flow.
Second Level: Combining the opponent's movements with your own.
Third Level: Overpower the opponent by anticipating his moves and use his flow against him before he even thinks of it.
Capoeira
Chapeau De Couro: The user attacks the opponent with a swinging kick from behind.
Cabeçada: The user grabs the opponent's upper body and attacks them with a powerful headbutt.
Mariposa: The user kicks the opponent on the side of their body.
Tesoura De Costas: The user grabs the opponent with their legs and slams them onto the ground.
Jogo: A special technique used in Caporeia. The user allows themselves to be hit in order for them to wait for a chance to hit their opponents with a barrage of attacks.
Renewal Taekwondo
Bo-Bup (Way of Walking): Basically it is a type of movement technique that allows one to appear behind, next to, above, etc their opponent instantaneously.
Hoe Grab (Kor: 호미걸이): It is used to grab an opponent in a lock position. The fighters faints a reverse kick with one leg and uses that leg to hold the arm of the opponent and uses the other leg to hit the opponent in the side of their head, completing the move. It can be used with variety of combinations with other skills including Spinning Top Kick.
Hoe Hook (Guard Breaker): It is used to break an opponent's guard by using Hoe Grab from above. Its Korean name is the same of Hoe Grab.
Leg Hook: It is used to bring down an opponent by carrying down a high kick upon their shoulders.
Spinning Top Kick (Kor: 팽이차기): With one' s back towards the opponent, kick to the face while turning 360 degrees.
Ground Drawer: Grinds the floor with tip of user's foot while spinning.
3rd Stance Hwechook: Executes normal hwechook in taekwondo three times in a row either from left or right, followed straight away from the opposite direction, then from behind. If the victim flinches and tries to evade by going back, damage increases. It aims at the opponents brain with the first and second kick and finishes the opponent with the third.
Dragon Seize: Advanced version of Hoe Grab. Jumps up into high air while holding the victim's neck with Hoe Grab while spinning in high speed. The victim is then thrown into the ground with their head going downwards.
Dragon Sign Hwechook: While charging, user concentrates their force on the foot which will execute the Hwechook, crushing the ground, then channeled the power to tip of the user's right foot. depending on the kick it could be release upward or horizontally. (sometimes called Jin Hwecook/ Truth Tornado)
Sickle Kick: A technique performed by lowering ones leg onto an opponents rising limbs to prevent them from carrying out their attacks. It can also be used at the neck of the opponent like a sickle to flip the person.
Scissor: A kick performed in a diagonal motion at the neck of a person forming a scissor shape as she legs go down.
Axe: After jumping in the air then performing a spin while coming down with a foot stretched out horizontally a huge wave of air is generated. The force of this attack is great enough to split the ground.
Ground Slash: An kick performed on a down or nearly down opponent to get them back on their feet.
Gor Yo: two horizontal kicks performed in quick succession at the head of the opponent.
Rising Back Kick: A technique delivered by kicking one's opponent after turning his back in an vertical position.
Reverse Spin: A kick performed by instead of going forward goes backward. It can be performed both high and low and is also called Back Spin.
Low Spin: A kick performed by faking a reverse high kick but by using the momentum of Leg hook is used to spin on the ground performing a kick at the legs.
Front Spin: The opposite of the Reverse Spin performed high instead of low.
Arang: A punch performed at the opponent that sends a shockwave through the opponent sending them flying away.
Axe: A descending technique. While in the air, the user front flips creating a downward and then follows up with an axe kick. In the act of dropping his heel, it creates a wind force strong enough to damage multiple opponents in the path of the kick.
Blue Dragon's Kick: It is a technique developed by Zali in his fight against an oppnent after observing she Blue Dragon's Storm. It was strong enough to destroy a large circular area twice the size of the ring. He is also able to control the air pressure around him.
Kicking Imoogi: version of Blue Dragon Kick, can be used in succession with Blue Dragon Kick.
Double Blue Dragon's Kick: It is a technique developed by Jin Mo-Ri after observing her Blue Dragon's Storm. It was strong enough to destroy a large circular area twice the size of the ring. She is also able to control the air pressure around him. Later down her mastery of it becomes great enough to generate two dragons at the same time.
Renewal Front Kick: Based off the Northern Front kick, when executed the technique is capable of defeating at least 6 persons at once by kicking upwards into the air.
Lowest Round Kick: This move is performed after dodging an opponents attack at the upper body by ducking to the ground. Using this force the user does a 180 round house kick that is parallel to the ground aim at the opponents feet. It is used to link to the Dragon Seize technique.
True Round Kick: This move is performed when standing upright. When using this technique the user takes a stance and attacks using the force generated when the user does a 180 round house kick that is parallel to the ground aim at the opponents feet. It is so powerful that it is capable of wiping out an entire mountain.
Sonic Kick: It is a kick delivered so fast that it breaks the sound barrier and goes supersonic. As it is a kick that uses air pressure it can be blocked so it is better to dodge. Also it can used as a long range attack.
Somersault Kick
Eight Trigrams Ultimate Wind Palms: Zali uses her Eight Trigrams Vacuum Palm thrice on her opponent, sending them crashing into a plateau of stone, before using it again to collapse the plateau on the opponent.
True Eight Trigrams Sixty-Four Palms: Zali leaps forward and strikes the opponent several times in the back before dashing in front of them. She strikes several more times until using an Eight Trigrams Palms Revolving Heaven-like strike to launch the opponent into the air. There, Zali strikes the opponent before several more times hitting them once more at light speed, blasting them into the air in a beam of chakra.
Eight Trigrams Sixty-Four Guard: this is a highly versatile technique which affords both offensive and defensive capabilities whereby she emits a constant stream of Ki from her palms, which are formed into extremely thin, sharp, blades. While using this technique offensively, Zali shapes the Ki into thin, sharp, flexible blades allowing her to hit hundreds of targets with extreme precision and can cut smaller targets into pieces. When used defensively, Zali creates much larger, stronger, more flexible, arc-shaped Ki blades that spread out across her entire attack range, effectively forming a barricade between herself and her opponents, rebuffing even the largest and smallest of targets. With the addition of Zali's flexibility, the technique creates an "absolute defence", though the cutting nature of the chakra prevents any outside force from restricting it.
Eight Trigrams Three-Hundred-Sixty-One Style: This jutsu allows the user to strike all 361 chakra points of the opponent, paralysing them with each blow and instantly killing them upon the final hit. When using this technique, the speed of the user is comparable to that of the Reverse Lotus.
Eight Trigrams One-Thousand Twenty Four Palms: the user envisions an Eight Trigrams circle. Then the enemy within this circle is hit with a series of violent blows. By striking all of the tenketsu throughout the opponent's Chakra Pathway System, their chakra flow is stopped, making them unable to even stand.
Once someone is within range of the user's field of divination, the user assumes a Gentle Fist stance and begins to deliver the attack:
First, two consecutive strikes to make two. Second, another two consecutive strikes to make four. Third, four consecutive strikes to make eight. Fourth, eight consecutive strikes to make sixteen. Fifth, sixteen consecutive strikes to make thirty two. Sixth, thirty two consecutive strikes in succession to make a total of sixty four strikes. Seventh, sixty-four consecutive strikes to make one hundred twenty-eight. Eighth, one hundred twenty-eight consecutive strikes to make two hundred fifty-six. Ninth, two hundred fifty-six consecutive strikes to makes five hundred twelve. Tenth, final five hundred twelve consecutive strikes to makes one thousand twenty four strike
Each set of strikes is done at an exponentially increasing pace and strength. The attack not only disables the enemy but also knocks them back with every set of strikes. This version is much stronger than Eight Trigrams Two Hundred Fifty-Six Palms , Eight Trigrams One Hundred Twenty-Eight Palms and Eight Trigrams Sixty-Four Palms. Until now, no one has survived the blows of this technique.
Eight Trigrams Rotating Halo: The user spins around rapidly, using only the tenketsu from their hands to emit chakra. The result is that the user creates a spinning blue ring of chakra around them. The user then stops abruptly, causing the spinning ring to race outward at a high speed, knocking anyone struck by it across good distances as well as targetting some internal organs. This is considered a less effective, but farther version of the Eight Trigrams: Palms Revolving Heaven. The best way to avoid this technique is merely have enough speed to duck or jump over it.
Eight Trigrams: Spinning Pinwheel: A vertical version of the Eight Trigrams: Palms Revolving Heaven, after jumping into the air, the user emits chakra from every tenketsu in their their body. Then, as they descend upon the opponent, the user flips until they resemble a rapidly spinning pinwheel. Upon impact, the user attacks the target with their palms and feet at several hits per second as well as using their chakra to keep them in midair. The target is stunned by the rapid hits as well as their body suffer direct hits from the Gentle Fist. The user finishes off with a heavy kick or Gentle Fist strike which knocks the target onto their back some distance away.
Psychic Power Moves:
Psi Thunderbolt: which creates a powerful thunderbolt from Zali's hand.
Psi Force-Field: Zali creates a powerful psychokinesis force-field around himself or others from any explosions or energy blast.
Psi Indra Thunder Arrow: Zali creates a longbow and arrow which are infused with lightning-natured Chi Energy. One arrow was powerful enough to producing a massive explosion on impact.
Psi Gun: It concentrates telekinesis chi energy into the user's hand, releasing it through one's finger tips in the form of a blast. The Psi Gun requires the concentration of Psychokinesis Chi energy in the fingers, which is released via a mental focusing technique where one mentally "pulls the trigger".
Psi Mega Gun: The whole basis of the Mega-Psi Gun, is identical to the Psi-Gun, Zali technique will form exactly, ready after the coup, he continues to focus energy making the energy grow, it continues to focus the energy until it reaches a critical mass, and then pulls an imaginary trigger released into a cannonball of pure energy. As the technique gives way, it is very similar to Psi-Gun during their training process, but when it reaches critical mass, its size expands to a sphere of blue-green energy, greater than the actual whole body. When the energy reaches a target, it potentially kills instantly and generates a powerful blast of atomic levels, completely destroying both the target and the region, energy forms a dome of energy that expands will proportions of many square miles, then explodes in a mushroom cloud of smoke.
Psi Fireball: Zali create a medium-size shpere of fire then throw at the opponent that carries the emeny away and causes a big explosion on impact.
Psi Fire Finale: Zali launching a powerful two-streamed blast of fire, which hits many times. It expands vertically as it moves away from Zali. As the blast moves away from him, opponents that come in contact with the vortex are knocked slightly to the side, and are thus forced to travel with it. Opponents that are in the center of the vortex are more easily trapped by it.
Psi Regeneration: Longwei heal himself using telekinesis, with the Longwei's strength/mental strength and power over telekinesis defining the rate of regeneration.
Psi Magnet Gatling: Longwei shoot out bullet-shaped blasts of Magnetic Energy from his hand, similar to a gatling gun.
PK ElectroMagnetic Ball: Zali generates a giant sphere of electromagnetic energy that moves towards the target. It repels enemy attacks, while any enemies that come into contact with it are forcibly drawn and kept inside the sphere by electromagnetic energy, and then electrocuted.
PK Gatling Barrage: Zali shooting out bullet of energy-shaped blasts which devastates at multiple enemys at once.
Category Artwork (Digital) / Miscellaneous
Species Horse
Size 2500 x 1750px
File Size 2.77 MB
FA+

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