| Name: Acrobatic Principles
Special Items: None
Description: A defensive chart, mainly for dodging or redirecting attacks. Techniques that involve difficult feats of balance, agility and coordination.
- Trickster's Handspring
Description: A full rotation of the body, using the arms to push off from the ground, sending the user forwards or backwards in the air.
- Acrobatic Play
Description: Placing the body in awkward positions to dodge, intercept, or preempt attacks. This is a skill that takes about two weeks for the beginning user to master.
- Hand Hike
Description: (Require Tree Walking Jutsu) The user can walk on his/her hands on a 90 degree surface.
- Sky Star
Description: An unnatural leap into the air. This can cover enough distance to escape an enemy if used repeadetdly.
- Spinning Cartwheel
Description: An improvisation and modifications of basic moves into a flurry of feints and fakes to trick the opponent into responding wrongly. This is one of the user's only means of attacking throughout the tech chart.
- Hand Hike (Level 2)
Description: (Requires Water Walking Jutsu) This technique allows the user to walk on his/her hands on water. With this coordination, the user can escape his enemy easily if they battle near a body of water.
- Diving Strike
Description: The user leaps into the air and falls faster than expected, striking the opponent. This attack can be devestating with a swift drop.
- Acrobatic Mastery
Description: Rather than a technique. This jutsu is simply an ability that allows you to perform many techniques, such as advanced flips, cartwheels, handsprings, any possible position the body can enter. Any and all techniques can break the rules of gravity and physics in the Shinobi world. It exists simply to negate any and all techniques using the body. The timing of this jutsu is 78%, the other 22% allowing opponents to find clever ways to get around the complex acrobatic defense.