Yuuki Kurotski

ACADEMY TRAINING DATABASE STUDENT FILE ACTIVE STUDENT NUMBER: 0129311

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ACADEMY TRAINING DATABASE STUDENT FILE ACTIVE STUDENT NUMBER: 0129311 NAME Yuuki Kurotski YEAR 1st AGE 19 HEIGHT 174cm / 5'8.5" HAIR Black EYES Blue RELATIVES AT ACADEMY Sera Lusiberia — 1st Cousin REGISTERED ABILITY PERFECT COUNTER & ABILITY NULLIFICATION DUAL ABILITY REGISTRATION DESCRIPTION Individual possesses two linked combat abilities: Perfect Counter and Ability Nullification. The first allows the user to read hostile action at the moment it is committed and respond with an ideal defensive or offensive counter. The second allows the user to suppress, interrupt, or weaken active abilities through direct contact or focused proximity. Perfect Counter works by analysing an opponent’s movement, intent, balance, ability output, and attack path. Once an attack is recognised, the user’s body responds with the most efficient counter available. This can include dodging, redirecting force, breaking posture, striking a weak point, or turning the opponent’s own momentum against them. Ability Nullification works by disrupting the flow of an active ability. On contact, the user can temporarily shut down the target’s power output, weaken an ongoing technique, or prevent the target from activating their ability for a short period. The effect is strongest through direct physical contact, especially through the hands, arms, or a successful counter-strike. When used together, the abilities are extremely dangerous in duels. The user can allow an opponent to attack, counter the movement perfectly, and then apply nullification at the point of contact. This can end fights quickly by removing the opponent’s ability advantage while leaving them exposed to a follow-up strike. The ability is classed as high-risk because it becomes stronger against powerful opponents. Complex abilities, direct attacks, close-range specialists, and predictable combat patterns are especially vulnerable. In controlled conditions, the user can neutralise abilities that would normally be considered above their year level. LIMITATIONS Perfect Counter requires the user to perceive or sense the attack before the counter can activate. Attacks from blind spots, hidden traps, delayed effects, illusions, or indirect environmental hazards are harder to counter. The counter is limited by the user’s body. If the required movement exceeds physical limits, the counter may cause strain or fail. Large area attacks, unavoidable pressure fields, poison, mental attacks, and long-range bombardment reduce the effectiveness of close-range counters. Ability Nullification is strongest through direct contact. Short-range nullification is possible but weaker and harder to maintain. Nullification does not erase physical damage already caused by an ability. Abilities that permanently alter the body, create independent constructs, or affect the environment may only be partially suppressed. Maintaining nullification against high-output abilities causes mental strain, headaches, nerve pain, and temporary loss of reaction speed. Using both abilities repeatedly in rapid succession can overload the user’s senses and cause delayed movement response. The ability is considered unsafe for unsupervised combat against students below B-Class due to the risk of sudden ability shutdown and counter-injury. REGISTERED TECHNIQUES Counter Read Reads an incoming attack and identifies the most efficient response path. Perfect Counter Executes an ideal response to an incoming attack, using minimal movement to avoid, redirect, or punish the opponent. Return Strike Converts the opponent’s momentum into a direct counterattack. Most effective against charging, striking, or close-combat opponents. Impact Redirection Redirects the force of a physical or ability-based attack away from the user. Requires accurate timing. Null Touch Suppresses an active ability through direct physical contact. Duration depends on the strength of the target’s ability and the stability of the contact. Silence Mark Applies a brief nullification effect after a successful touch or counter-strike, delaying the target’s next ability activation. Break Field Weakens an ongoing ability effect within close range. Less reliable than direct contact, but useful against barriers, fields, or sustained techniques. Reversal Guard Combines defensive countering with partial nullification, allowing the user to block or redirect an ability while weakening its output. Zero Reversal Highest registered technique. The user counters an incoming ability at the moment of activation, nullifies it on contact, and returns a decisive strike before the target can recover. Considered unsafe for standard student duels without supervision. ESTIMATED ABILITY POTENTIAL SS DUAL ABILITY / PERFECT COUNTER RESPONSE / ACTIVE ABILITY SUPPRESSION

By: infinity_axe_man

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