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Hakuda (白打, "Hand-to-Hand Combat"; lit. white hits), known alternatively as Taijutsu (体術, "Body Skill") or Martial Arts (武道, Bodō), is one of the four main combat fields practised by the Shinigami. Hakuda deals with striking the opponent in close-quarters hand-to-hand combat; as such those of the old Onmitsukidō excelled in this field, though this is not a requisite for mastery. Notable Hakuda practitioners include Kensei Muguruma and Rosuto Shiba. Following the defeat of Ryan Kuchiki and the Gotei Remnant the main institution of Hakuda became the newly reopened Shinō Academy under Shiju Shūdō and Ashido Kanō.
Terminology & styles[]
Terminology.
Hard technique -- direct actions, whether in attack, defence or counter-attacks, that meets force with force; the key is interrupting flow. Examples include a kick aimed low to break the target's leg or a chop which breaks or halts the target's arm.
Soft technique -- movements and actions meant to diffuse or redirect an opponents force, whilst using the bare minimum of effort or force yourself. Examples include arm-locks and throws. Hanki is a further example of soft applications applied through Kidō.
Maai -- the space between opponents during combat. Kenji Hiroshi created the Shukuchi to eliminate this distance instantaneously.
Tai sabaki -- whole-body movement designed not only to evade an incoming attack but to do so in such a way that the receiver ends up in an advantageous position.
Styles.
Taekwondo -- a hard martial art originating in the World of the Living with a heavy emphasis on kicks. Kentaro Hiroshi is a practitioner of Hakuda with prominent Taekwondo techniques and philosophies.
Capoeira -- a martial art originating in the World of the Living with an emphasis on fast and unpredictable movements, kicks, and counters geared towards fighting outnumbered, whilst evading one's opponent(s). Kentaro Hiroshi is a practitioner of Hakuda with prominent Capoeira techniques and philosophies, specifically ginga.
Techniques[]
Common Techniques A broad category of attacks, grapples and sequences taught in various institutions.
Taketonbo (竹蜻蛉, Bamboo Dragonfly) -- a simple but effective throw that flips an opponent upside-down, causing them to land heavily on their back.
Tesshō (鉄掌, Iron Palm) -- an open palm-strike with enough force to destroy the mask of low-level Hollow in one strike.
Tsukiyubi (撞指, Thrust Fingers) -- a technique which has the practitioner place their index and middle fingers on their opponent, resulting in them being blasted away.
Takigoi (滝鯉, Waterfall Carp) -- a technique where one traps their opponents legs with their hand and feet, enabling for a follow-up with their free-hand.
Panty-Flash Tornado (パンチラトルネード, Panchira Torunēdo) -- an upside-down rotating straddle split is performed by the user, allowing for multiple kicks against a single target.
Gatling Mad-Stomping (地団駄 (ガトリング), Gatoringu Jidanda) -- a technique where one executes multiple foot stomps aimed at the target's head.
Sandbag Beat (サンドバッグ・ビート, Sandobaggu Bīto) -- a technique where multiple extremely fast punches are launched against a single target, causing aggravated damage.
Kazaguruma (風車, Windmill) -- a technique where one makes a shearing motion with their legs, bringing one up over the other to kick the target.
Kagamibiraki (鏡開, Mirror Opening) -- a technique where one punches through a target with their fingertips, before then ripping them in two.
Advanced Techniques A broad category of attacks, grapples and sequences requiring advanced mastery.
Shunkō (瞬閧, Flash War Cry) -- an advanced application of Hakuda and Kidō, combining the former's physical techniques with the latter's spell-craft. It can be expressed in multiple elemental forms; an example of this is the lightning-based variation utilized by Katashi of the Imawashī.
Hanki (反鬼, Reverse Demon) -- an ability designed to nullify Kidō by striking it with perfectly opposite speed and power. It can also be used to completely immobilize one's movement.
Mukyū Shunkō (無窮 瞬閧, Tireless Flash War Cry) -- an ability which enables one to encircle their bodies multiple times with their reiatsu, resulting in a Shunkō that can be maintained indefinitely once activated.
Raiōken (雷王拳, Thunder King Fist) -- an improvement on the Sandbag Beat technique where the practitioner launches multiple ultra-high-speed punches against a single target.
Ikkotsu (一骨, Single Bone) -- an absurdly powerful single-hit technique with the potential to completely destroy the area struck.
Sōkotsu (双骨, Double Bone) -- a double-punch whose sheer destructive power boggles the mind. One usage can easily result in the complete obliteration of an opponent hit by it.
Personal Techniques A broad category of attacks, grapples and sequences that have some exclusivity.
Super Harisen Slipper (スーパーハリセンスリッパ, Sūpā Harisen Surippa) -- a near-comical technique employed by Hiyori Sarugaki, most of the time against Shinji Hirako and Kenji Hiroshi. She simply slaps them with one of her sandals, often to great effect.
Super Gatling Harisen Slap -- a variant technique of Super Harisen Slipper, it was employed by Kei Yume and Hiyori Sarugaki. The technique was used once on Kenji Hiroshi, snapping him out of his Hollow Form. The target can either be straddled or grabbed by the collar while Kei/Hiyori slapped them with their free hand in extremely quick succession.
Enka (煙火, Fireworks) -- a technique utilized by Kenji Hiroshi that combines Hakuda punches with Hadō #31. Shakkahō. The spell is set on a delay and passed onto the foes skin following physical contact, and then explodes, allowing for a swift follow-up.
Mashiro Kick (白キック, Mashiro Kikku) -- a technique employed by Mashiro Kuna, which utilizes multiple power-packed kicks against multiple opponents.
Mashiro Super Kick (白スーパーキック, Mashiro Sūpā Kikku) -- a stronger single-target kick employed by Mashiro.
Mashiro Drop Kick (白ドロップキック, Mashiro Doroppu Kikku) -- a technique where Mashiro drops down with both feet from above her opponent, kicking them squarely in the face.