Board Thread:General Discussion/@comment-25814498-20190719190634

Jesus, Mary and Joseph! We have over 1000 responses on both Hatsu Concept pages, and now it's time for a third!

Just like the previous two pages, please set any of your Hatsus in the following format (and remember to give feedback on other people's ideas):

Name:

Nen Type: 

Description:

Limitations:

I did/do have an original concept for the newest board, but I still need to figure out a few aspects of it, so here's an old one from thread number two:

Name: Steamroller (Power through Aggression)

Nen Type: Enhancement

Description: Once activated, the user's fists are forced into a state of Zetsu, and they are unable to channel any aura whatsoever into them, the only way to do so by punching their opponents. Once they do so, the amount of Nen in each punch will increase slightly, doing so more and more with each punch the user lands, increasing exponentially until there comes a point where each punch from the user's fist may exceed the power of a fully charged Ko strike. The name emerges from this fact, as if the user is able to stick to the opponent long enough and land enough punches, they may be able to completely steamroll past them without relying on defence in any way whatsoever. This will only happen while the user is striking their opponent, however, and the entire time that they are not punching their foe, the amount of aura in their fists will decrease. If the user is not able to land a hit on their opponent for a long enough span of time, they will once again be forced into a state of Zetsu on their fists, and will have to build up their power all over again.

There is also a sub-hatsu for this ability, which is as follows:

Name: KO(Oblivion Knock Out)

Nen Type: Enhancement, Emission

Description:  A finishing blow used after gaining enough power from Steamroller, the user is able to channel the aura from both their fists into one fist, double it, then strike the enemy with all their might. The user is also able to emit the aura from their fist in order to hit their opponent from afar, though in this case, the power of the attack would be halved, not doubled. The latter method would most likely be used in order to hit an enemy that had evaded the user for too long, so as to not waste the aura they have built up by not being able to hit them with their fists.

Limitations:

1) The amount of aura gained from each punch is proportional to the amount of strength that the user puts into the punch being thrown. For example, if the user were to throw a punch with their full power and weight behind it, their power would increase drastically, whereas a small jab would only net a small amount of aura. This is an important handicap, as it would mean that against a master enhancer such as Uvogin, it would be incredibly difficult to Steamroll him in a short amount of time, as throwing a full-body punch with no protective aura would almost definitely break the user's fist before they could do any damage to their opponent.

2) As stated before, the entire time the user is not punching their opponent, the amount of aura in their fists will decrease until their fists are in a state of Zetsu. As such, if their opponent is able to evade the user for long enough, they may be able to completely nullify their attack power.

3) Once KO is used, the power of the user's fists will immediately be set to zero and will be forced into a state of Zetsu. 