David_Is_Goat
He/Him- 146
- 48
Uhhh hi everyone. Doing this CRT because i noticed than every player in Inazuma Eleven has abilities in common, but vsbw doesn't have a physiology page of it. So, here we go.
Every player should possesse:
Agree = @FinePoint @Jinx666 @Endou_God_Hand @Secimatar
Disagree = None
Every player should possesse:
- Superhuman Physical Characteristics (In the first episodes of the series, Raimon was considered a weak team, which in the same epoch, was already physically small building level, as they were capable of stop and endure shots from Teikoku Gakuen, which can display this much of power. Someoka was also able to slightly clear a path of snow and send Endou few meters away from a improvised gatepost during this period)
- Soccer Mastery
Variable Elemental Manipulation(Varies according to the player's element, which can be Fire, Mountain, Forest or Wind Element)- Accelerated Development and Reactive Evolution (It's heavily explicited they can improve and develop their hissatsus in mid-game, reaching whole another levels of power, without limits, allowing the players to overpower other ones. For example, Tachimukai couldn't stop Hiroto's Ryuusei Blade, even after Touko's The Tower and Kabeyama's The Wall weakened the shot. Moments later, he developed his Mugen the Hand three times in the same match (One time to stop Hiroto's Ryuusei Blade, one to stop Genesis' Supernova, and the other to stop Space Penguin))
- Empowerment (Emotional ─ As their love for soccer grows, thier hissatsus and physical stats are able to evolve in mid-game. as seen in Genesis vs Raimon match, where even when Genesis players removed thier limiter and unlocked thier full potential, some moments after Raimon players were able to evolve even more by outspeeding and outmatching Genesis, because Endou stated their love for football was more powerful. Gouenji also developed his Bakuretsu Storm and overpowered Nemuro's Jikuu no Kabe, which previously could stop this same hissatsu. In Inazuma Eleven GO, Shinsuke's Buttobi Jump was initially weak enough to Sangoku stop it without hissatsu, who hipotetically would need to use Burning Catch to stop Shindou's Fortissimo. During the match against Teikoku, Miyabino could stop Shindou's Fortissimo without using hissatsu, but after Tsurugi decided to colaborate and act as a Raimon member, the power of the team grew and Buttobi Jump was able to broke through Miyabino's Power Spike)
- Wind Manipulation (Players in Inazuma Eleven can conjure strong gusts of wind just by kicking. Players from Teikoku Gakuen, Kaiou Academy, Tenkuu no Shito and even Raimon are good examples of this)
- Energy Projection & Energy Manipulation (Is stated multiple times in the series than hissatsus are based on energy concentration. This energy is visible to those who are watching as we can see Akane being able to record Shinsuke's energy concentrated while performing Buttobi Jump, or Desarm's Drill Smasher being visible to TV)
- Pseudo-Flight (They are able to propel themself high into the air for his hissatsu techniques and remain there for a while. Players who don't possesses hissatsus envolving Pseudo-Flight (such as Death Zone, Tri-Pheonix and etc) should have this ability)
- Subjective Reality (To create a hissatsu, the player must first imagine it and then bring it to reality)
Power Nullfication(Stronger hissatsus can easily realizes the act of negate other abilities that should be counter of them. A good example for this, is Gouenji's Bakuretsu Storm or Death Zone 2 breaking through Nemuro's Jikuu no Kabe, which is stated to being a time stop ability)
Agree = @FinePoint @Jinx666 @Endou_God_Hand @Secimatar
Disagree = None
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