Post by shijin on Feb 11, 2006 1:33:19 GMT -6
Found this on website and thought everyone would like to know how each bending style fights like ;D enjoy
Airbending
Airbending uses circular, evasive moves to distract opponents, allowing for wind-based counterattacks that knock them off-balance. A common defensive tactic is to constantly circle enemies, then change direction when attacked, deflecting as needed by throwing up a gust of air as a shield. To enhance their movements in battle, Airbenders can run swiftly by decreasing air restistance, jump higher and further by conjuring gusts of wind, break a fall with an air cushion, and run up vertical surfaces by manipulating air currents. Master Airbenders can even create vortexes to entrap and disorient an opponent. Unlike other bending disciplines, airbending lacks fatal finishing moves, being an almost entirely defensive art.
Firebending
Firebending uses concentrated barrages of fire to overwhelm opponents before striking a fatal blow. Swift, whirling kicks and blows generate diverse shapes for offensive attacks: from rings and arcs to missiles and fireballs. Expert Firebenders can control lightning, and possibly other forms of electricity. The discipline stresses breath control as a means of directing and containing the fire manifested. Poor breath control means dangerously poor control of the fire.Unlike other bending styles where the bender uses the element surrounding them and cannot use their abilities if it is absent, the firebender can apparently summon fire out of thin air. Unlike other bending disciplines, firebending has virtually no defensive moves aside from blocking.
Waterbending
The extent of the Waterbenders' power ranges from creating small, lashing whips and waves to massive tsunamis and walls of water. They possess thermokinetic abilities regarding their element, meaning that they can freeze, melt or evaporate the water they manipulate at will. This allows for the use of multiple techniques in the course of a battle, from encasing an opponent in ice, to hiding behind a wall of steam. A Master Waterbender can control opponents by manipulating the water within the body, or kill by freezing the blood in their veins. They can also heal by redirecting energy paths, (or chi) throughout the body, using water as a catalyst. The Waterbender's only weakness is the need for a external source of water. However, the skilled Waterbender can concentrate the natural moisture in the air or the ground into a usable form. As a backup, travelling Waterbenders carry a water skin with them at all times. Unlike some other bending disciplines, waterbending's defensive maneuvers focus on control through turning an opponent's own strength against him.
Earthbending
Earthbending uses sheer strength to overpower an opponent. Common attacks involve levitating nearby earth and stone, and propelling them at foes by way of a punch or kick. Levitated stone can also be used as a shield against attacks. Striking the ground with feet or fists creates localized earthquakes or fissures to throw opponents off-balance. Earthbending Masters can even turn the ground to quicksand to immobilize an enemy, or catapault into the air and soften the earth and ensure a safe landing. Some can even tunnel through the earth to out-maneuver their foes. Earthbenders even illustrate limited ferrokinetic abilities, able to magnetize their limbs and climb sheer rock walls. Earthbending is not limited to rock or soil alone. An Earthbender can also manipulate sand, coal, and other earth-based materials, even converting them from one form to another. The Earthbender's sole weakness is the inability to affect processed metals. The Fire Nation exploits this weakness by smelting the metal used in their armor, ships and fort. Unlike other bending disciplines, earthbending maintains a balance between offensive and defensive capabilities.
Airbending
Airbending uses circular, evasive moves to distract opponents, allowing for wind-based counterattacks that knock them off-balance. A common defensive tactic is to constantly circle enemies, then change direction when attacked, deflecting as needed by throwing up a gust of air as a shield. To enhance their movements in battle, Airbenders can run swiftly by decreasing air restistance, jump higher and further by conjuring gusts of wind, break a fall with an air cushion, and run up vertical surfaces by manipulating air currents. Master Airbenders can even create vortexes to entrap and disorient an opponent. Unlike other bending disciplines, airbending lacks fatal finishing moves, being an almost entirely defensive art.
Firebending
Firebending uses concentrated barrages of fire to overwhelm opponents before striking a fatal blow. Swift, whirling kicks and blows generate diverse shapes for offensive attacks: from rings and arcs to missiles and fireballs. Expert Firebenders can control lightning, and possibly other forms of electricity. The discipline stresses breath control as a means of directing and containing the fire manifested. Poor breath control means dangerously poor control of the fire.Unlike other bending styles where the bender uses the element surrounding them and cannot use their abilities if it is absent, the firebender can apparently summon fire out of thin air. Unlike other bending disciplines, firebending has virtually no defensive moves aside from blocking.
Waterbending
The extent of the Waterbenders' power ranges from creating small, lashing whips and waves to massive tsunamis and walls of water. They possess thermokinetic abilities regarding their element, meaning that they can freeze, melt or evaporate the water they manipulate at will. This allows for the use of multiple techniques in the course of a battle, from encasing an opponent in ice, to hiding behind a wall of steam. A Master Waterbender can control opponents by manipulating the water within the body, or kill by freezing the blood in their veins. They can also heal by redirecting energy paths, (or chi) throughout the body, using water as a catalyst. The Waterbender's only weakness is the need for a external source of water. However, the skilled Waterbender can concentrate the natural moisture in the air or the ground into a usable form. As a backup, travelling Waterbenders carry a water skin with them at all times. Unlike some other bending disciplines, waterbending's defensive maneuvers focus on control through turning an opponent's own strength against him.
Earthbending
Earthbending uses sheer strength to overpower an opponent. Common attacks involve levitating nearby earth and stone, and propelling them at foes by way of a punch or kick. Levitated stone can also be used as a shield against attacks. Striking the ground with feet or fists creates localized earthquakes or fissures to throw opponents off-balance. Earthbending Masters can even turn the ground to quicksand to immobilize an enemy, or catapault into the air and soften the earth and ensure a safe landing. Some can even tunnel through the earth to out-maneuver their foes. Earthbenders even illustrate limited ferrokinetic abilities, able to magnetize their limbs and climb sheer rock walls. Earthbending is not limited to rock or soil alone. An Earthbender can also manipulate sand, coal, and other earth-based materials, even converting them from one form to another. The Earthbender's sole weakness is the inability to affect processed metals. The Fire Nation exploits this weakness by smelting the metal used in their armor, ships and fort. Unlike other bending disciplines, earthbending maintains a balance between offensive and defensive capabilities.