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NinjacopEx — Hiro Kanzuki Drop the Mask, Upgraded Gear

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Published: 2013-05-23 22:52:38 +0000 UTC; Views: 1826; Favourites: 43; Downloads: 6
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Description Hiro's protective gear is Titanium so Hiros arm and legs may have resistance but he wearing a full set so he can still take a few head/bodyshots but he keeps his speed although, replaced his gray and Crimson scarf that Thressa gave him after they regroup finally how does Hiro get that sword not the Twin Ninja swords that replaced his original Ninja sword, but the vermilion sword, that would be the biggest question.

Extended moveset, obviously this is right after training.

EXTENDED

Buster Punch & Buster Kick: Dash Variation Look up True Form’s for Details, but combines it with Gensen Buyo Most likely called Phantom Style, Buster Punch. Just look up Buster Punch on Hiro Unlocked form data.


Refreshed: These are particular moves he dropped since age 14-15 after acquiring his First Super Mode before discovering others.

Pros: Doesn’t use them until he was beaten, these are new and improved since the last two years he’s done them.
Cons: It’s been a while since he tested them properly; also these are abandoned so he may not use them so often.

Windmill Toss: a Counter Throw move based on an Aikido technique taught by his old friend Chiun Mizoguchi, where Hiro grab the targets arms and a swing counter clockwise and tosses his target upward.

Pros: If Hiro measured the target’s reach he can easily use this move to counter, Timing the target is like anticipating the targets speed if predictable Hiro can use this move to throw the target off balance so it’s great against momentum type enemies (speedsters and scrappers.)
Cons: may not be able to do this loosely it is a counter move, and yes timing (Critical technique.)

Rock-hard, Skull-buster: an Arial Catch Piledriver move used by the Blue Sparrow as a Finisher, often Hiro will use his legs to catch the target and dives downwards to smash the target on the ground, most likely giving the target a concussion.

Pros: Hiro will likely ambush an enemy with this move if flying which can give him an advantage.
Cons: If cannot use psychic shadow, this move will fail big time.

Phantom Cloak: Rika Shiranui’s Defensive technique, An illusionary Evasive Technique, if Hiro is wearing a scarf he will swing the scarf around himself as the target attack and disappear which may damage it but it give him enough time to get behind his foe.

Pros: it’s one of your ninja teleport move, can use this to escape through confusion.
Cons: Can’t use this move if scarf is destroyed, not a good idea against speedsters though.

Phantom Sweep: Rika Shiranui’s Defensive technique, Extending Scarf Illusion Trick, Hiro scarf mustn’t be too damaged to use as he will swing it toward the opponent often catching either arm or leg and sweeps his target off if its feet.

Pros: reels in targets for a follow up, also Hiro can hurl his enemy like a spinning top
Cons: scarf must not be destroyed or can’t be used; stronger enemies may yank Hiro with his scarf.

Illusion Spark: Old move of his father’s, Upgraded Variant of Gensen Buyo, if the target is careless enough to touch his Afterimages the target will be electrocuted by the Vibrational Kinetic Surge/Shock that was left over most likely stunning the target.

Pros: works great against enemies who often gives chase or rush him, paralyzes target if touched the afterimage.
Cons: Smart enemies can see right through this, not good to use against those who can absorb electricity.

Razor Scarf: Spin attack one of Rinken’s old Moves,

Pros:
Cons:

Alternate Finisher:

Shining Issen Slash, Hissastu! Shinden (Final Attack: Splendid - Flying Lighting Slash): another one of 1st Grandmaster Sakurai’s Big Techniques, Reverse Variation, Hiro is likely going to knock away the target from himself before actually Using it, Hiro Charges at his target and Slash at a 40 Degree angle waist up while flying across his target, if putting more oomph he will cut his enemy continuously until he passes it or for severe damage he will rip his sword through is target.

Pros: isn’t as long winded as the former, Uses Maximum Agility, Extremely Fast
Cons: Hiro risks forcing his agility which will be thrown off balance if he screws up, IF facing a big guy he may need to use the technique continuously.

Desperation Attack!!!

Possible Quote: “C’mon this gotta work” “No Chance, Hope or Escape For you, Coward!!”

Critical Variation… Summoning Hallowed Thunder! Thunder God’s Great Sword: Shin Raijin Dai Zanbatou (True Thunder God Great Giant Sword): Another one of 1st Grandmaster Sakurai’s Big (Secret) Techniques and one of his strongest also most difficult, If his will is strong enough he uses an Kuji-in Seals which uses Japanese Magic in the place of his original powers mostly using three seals Using Rin, Retsu and Zen hand Seals He could Summon Storm and create an unusual Phenomenon, the Electrical Bolt of energy either hit his weapon to super charge it so he could discharge the blast, use it in a final attack or hitting the foe as a last effect to his attack shocking or Incinerating his intended target with the electrical force possibly killing it

Pros: a One Hit Kill or Absolute defeat if connects, insane reach, amplified if in Super/Hyper mode, Matches severity if user is injured.
Cons: Has to be critically injured “Desperation Mode”, works only once since Hiro will pass out upon using this move, a forbidden technique due being extremely destructive by control issues i.e. this move is like wielding a giant sword and he doesn’t use those for a good reason.

Using Power-up Modes, Super models and hyper modes stats are revealed! However Hiro is unable to use them fully until Dysta Unlocked His Ki manipulation ability.

Hiro: To hell with it, Reiryoku Zenkai!!

Super Mode
Strength: 7
Defense: 4
Speed: 7
Agility: 7
Dexterity: 4
Stamina: 4
Willpower: 7
Fortitude: 6
Recovery: 3
Intelligence: 6
TOTAL: 55

Hiro: Keep. Moving… Forward! Max! Reiryoku Zenkai!!!
Hyper mode Strength: 8
Defense: 4
Speed: 8
Agility: 8
Dexterity: 5
Stamina: 2
Willpower: 8
Fortitude: 8
Recovery: 1
Intelligence: 6
TOTAL: 58

Overpowered, possibly but not as strong as anyone thinks this special ability saps most of Hiro’s Ki-energy which means that Hiro’s stamina greatly drops Which means after using the Transformations he will be exhausted and possibly won’t be able to fight at all after its done since it hits his recovery as well, same goes to elemental, Light and Dark modes which are regarded as cosmetic differences like absolute (you know the deal) Powers while legendary is unexplainable or off the charts which you shouldn’t need to read the stats although this would both put recovery and Stamina straight to zero which means he won’t be getting up after using the powers, you could obviously guess how strong he is from that point but out of the other two legendary mode is really-really rare.

Hope the info is good enough.
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