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| ==Combos== | | ==Combos== |
| ===Basic=== | | ===Basic=== |
| | {{Notation-FS|A}} > {{Notation-FS|C}}(2 damage) <br/> |
| | {{Notation-FS|B}}+{{Notation-FS|C}} > {{Notation-FS|S}} (3 damage) <br/> |
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| ===Situational=== | | ===Situational=== |
Revision as of 16:25, 21 December 2020
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Under Construction
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Introduction
Explain the basics of the character.
This includes basic personality (i.e. Disciplined, Risky, Upright) and their fighting equipment (i.e. Wind, Sword, Fire Bow, Fists, Ghost).
Overview
Health |
Character Type |
Super Meter charge time
|
7 |
Wildcard |
14 Seconds
|
General
Delve into the gameplay of the character.
Unique Traits
What makes this character special
Moves
Ground
Hilt Bash
|
Damage
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Counter Advantage
|
Properties
|
Attribute
|
1
|
8
|
7
|
14
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0
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-2
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5
|
Cancellable
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Strike
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Cancellable into or on hit or block.
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Overhead Slice+
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Damage
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Startup
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Active
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Recovery
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Hit Advantage
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Block Advantage
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Counter Advantage
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Properties
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Attribute
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2
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20
|
9
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16
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-2
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-4
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4
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Cancellable, Guard Crush
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Strike
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Cancellable into or on hit or block.
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Sweep+
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Damage
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Startup
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Active
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Recovery
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Hit Advantage
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Block Advantage
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Counter Advantage
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Properties
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Attribute
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1
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13
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5
|
25
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KD
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-9
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KD
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Cancellable, Knockdown, Guard Crush
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Strike
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Cancellable into or on hit or block.
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Tactical Slice Tactical Slice Tactical Slice Tactical Stance Tactical Stance Shoulder Charge Shoulder Charge Hellfire Hellfire Tactical Analysis Tactical Analysis
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Version
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Damage
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Startup
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Active
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Recovery
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Hit Advantage
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Block Advantage
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Counter Advantage
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Properties
|
Attribute
|
Tactical Slice
|
2
|
22
|
5
|
41
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-23
|
-25
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KD
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Cancellable, Projectile Invincible, Guard Crush
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Strike
|
|
Shoulder Charge
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1
|
12
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9
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9
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5~12
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3~13
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11~17
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-
|
Strike
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Onimaru does a quick shoulder ram that exits Tactical Stance and leaves him at Frame Advantage. If it hits at the very end it can grant massive advantage.
|
Hellfire
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2
|
26
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28
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26
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KD
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-33
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KD
|
Knockdown, Guard Crush
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Strike, Projectile
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Onimaru does a slow, massive swing of his sword. Leaves Tactical Stance.
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Tactical Analysis
|
-
|
10
|
82
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16
|
KD
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-
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KD
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-
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Parry
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Parries Strikes and Projectiles with a high swing of his sword for a counterattack. Leaves Tactical Stance.
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Divide and Conquer
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Damage
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Startup
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Active
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Recovery
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Hit Advantage
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Block Advantage
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Counter Advantage
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Properties
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Attribute
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1~2
|
17
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5(17)7
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31
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KD
|
-17
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KD
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Armor
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Strike
|
Slow, armored attack that hits twice and moves forward quickly. If both hits connect it will deal 2 damage. Has 1 hit of armor starting on the first frame.
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Throw
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Version
|
Damage
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Startup
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Active
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Recovery
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Hit Advantage
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Block Advantage
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Counter Advantage
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Properties
|
Attribute
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Forward
|
1
|
3
|
4
|
16
|
KD
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-
|
KD
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Knockdown
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Throw
|
|
Back
|
1
|
3
|
4
|
16
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KD
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-
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KD
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Knockdown
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Throw
|
|
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Martial Law level 1 level 1 level 2 level 2 level 3 level 3
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Version
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Damage
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Startup
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Active
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Recovery
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Hit Advantage
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Block Advantage
|
Counter Advantage
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Properties
|
Attribute
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level 1
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2
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0+11~31
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13
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18
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KD
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-10
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KD
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Knockdown, Strike Invincible, Guard Crush
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Strike
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The startup frames are invincible to strikes and projectiles, but vulnerable to throws. The strike always takes 11 frames, and Onimaru can delay up to 20 frames by holding the input, so this move can be anywhere from 11 to 31 frames of invincible startup. If the move is delayed further, it charges to the level 2 version.
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level 2
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3
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0+32~71
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15
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16
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KD
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-10
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KD
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Knockdown, Guard Crush
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Strike
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Can be delayed up to 39 frames. A sound effect plays on the first frame, alerting you to level 2 charge. Another sound effect plays on the final frame, alerting you to level 3 charge.
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level 3
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4
|
72~112
|
15
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16
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KD
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-
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KD
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Knockdown, Unblockable
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Strike
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Can be delayed up to 40 frames. Full screen but can be jumped. Note that it is wasteful to charge this completely. Holding super until the forced release wastes 40 frames compared to a timed release.
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Air
Bunt
|
Damage
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Startup
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Active
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Recovery
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Hit Advantage
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Block Advantage
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Counter Advantage
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Properties
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Attribute
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1
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9
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10
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4
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-
|
-
|
-
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Cancellable
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Strike
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Can be repeated up to 3 times.
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|
Spirit Fire
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Damage
|
Startup
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Active
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Recovery
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Hit Advantage
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Block Advantage
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Counter Advantage
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Properties
|
Attribute
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2
|
20
|
2
|
37
|
-
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-
|
-
|
Knockdown, Guard Crush
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Strike, Projectile
|
|
|
Helm Breaker Helm Breaker Helm Breaker Rising Sword Rising Sword
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Version
|
Damage
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Startup
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Active
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Recovery
|
Hit Advantage
|
Block Advantage
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Counter Advantage
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Properties
|
Attribute
|
Helm Breaker
|
2
|
3
|
6
|
33
|
-
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-
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-
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Cancellable, Armor, Guard Crush
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Strike
|
Doesn't startup until Onimaru lands on the ground. Cancellable into Rising Sword only. Has armor from frame 1.
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Rising Sword
|
1
|
20
|
9
|
34
|
KD
|
-25
|
KD
|
Invincible, Knockdown, Guard Crush
|
Strike
|
|
|
Clockwork Soldiers
|
Damage
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Counter Advantage
|
Properties
|
Attribute
|
-
|
0+0
|
1
|
5-23
|
-
|
-
|
-
|
-
|
-
|
Summons 2 Clockwork Soldiers. Soldiers have 2 health and cause Guard Crush. Recovery depends on how close to the ground Onimaru performs the move.
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Combos
Basic
> (2 damage)
+ > (3 damage)
Situational
Strategy
General
Guides
Guide by Tidazi
Matchups
Name |
Type |
Matchup Strategy
|
Argagarg
|
Zoner
|
-
|
DeGrey
|
Wild Card
|
-
|
Geiger
|
Zoner
|
-
|
Grave
|
Zoner
|
-
|
Jaina
|
Zoner
|
-
|
Lum
|
Wild Card
|
-
|
Midori
|
Grappler
|
-
|
Onimaru
|
Wild Card
|
-
|
Quince
|
Wild Card
|
-
|
Rook
|
Grappler
|
-
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Setsuki
|
Rushdown
|
-
|
Valerie
|
Rushdown
|
-
|