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| {{MoveData | | {{MoveData |
| |name=E. '''Medium Bash''' | | |name=E. '''Medium Bash''' |
| |image= Yomi2_Grave_E.png | | |image= Yomi2_Onimaru_E.png |
| |data= | | |data= |
| {{AttackData-Yomi2 | | {{AttackData-Yomi2 |
Revision as of 03:23, 12 March 2024
Overview
Lore
General Onimaru is a formidable foe to anyone who would threaten Flagstone or its right to rule. That goes double for outlaw barristers and mutant stone golems who would sow the seeds of dissent with their illegal Fantasy Strike tournament. Onimaru is a feared commander and Quince's top military man. Despite his age, he’s still a force in personal combat as well. Onimaru’s personal fighting style focuses on powerful, precise attacks. He doesn’t need to dance around or do fancy combos; he just needs to land the one hit that ends the fight.
Character Stats
Health |
Character Type |
Maximum Combo Points |
Unique Trait
|
90 |
Poking |
0 |
Guard Crush. While you have the edge, your normal attacks are unblockable.
|
Strengths |
Weaknesses
|
- Master of Normals. Grave's powerful unique trait allows him to easily replay his best normal moves again and again, in addition to making it easier to sculpt a great hand. Being able to double exchange for blocks or dodges makes it very difficult to corner Grave and he can even use it to quickly power-up.
- Jack of All Trades. Grave's moves and ability cover a wide variety of applications, both offensive and defensive. He has a tool to capitalize on almost any situation.
- Dragonheart! Grave's S1 is a flexible high reward attack that opponents have to learn to respect. It is the fastest speed reversal possible, making it a strong defensive call-out, and is hit-confirmable, making your normals much scarier.
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- Long Road to Mastery. Learning to best use Grave's unique trait can require a lot of game knowledge. When used poorly, it can even be detrimental. Be particularly careful when using it to force a fast power-up - this is often an over-commitment!
- Honorable Warrior. Grave does not have any moves that significantly break the mold or otherwise feel unfair. As a result, he must win with good fundamentals instead of tricky plays.
- Jumping into Light, Fierce. Grave has a wide variety of tools, but his mix-up tools are fairly predictable. He commonly relies on mixing up A and Throw in neutral, which, if used too regularly, can be predated upon by a clever opponent. Similarly, Grave's damaging combos are fairly limited until he has his ability Wind Summon active.
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Moves
Normal Moves
A. Quick Low Attack
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Normal Attack
|
5
|
0
|
7
|
Can't Combo
|
-
|
Low, Lockdown. Gain the Edge on hit or block. Pump with any 1 card: +5 damage.
|
|
C. Light High Attack
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Normal Attack
|
10
|
0
|
4
|
Can't Combo
|
1
|
High, Lockdown. Gain the Edge on hit or block. Pump with any 1 card: +5 damage.
|
|
E. Medium Bash
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Normal Attack
|
10
|
0
|
3
|
Can't Combo
|
1
|
Armored, Lockdown. Gain the Edge on hit or block. Pump with any 1 card: +6 damage.
|
|
G. Heavy High Attack
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Normal Attack
|
10
|
0
|
2
|
Can't Combo
|
-
|
High, Lockdown. Gain the Edge on hit or block. Pump with any 1 card: +8 damage.
|
|
J. Power High Attack
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Normal Attack
|
10
|
0
|
1
|
Can't Combo
|
-
|
High, Lockdown. Gain the Edge on hit or block. Pump with any 1 card: +10 damage.
|
|
Low Block
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Normal Block
|
-
|
-
|
-
|
-
|
-
|
On block: Draw a card. Recurring
|
|
High Block
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Normal Block
|
-
|
-
|
-
|
-
|
-
|
On block: Draw a card. Recurring
|
|
Dodge
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Normal Dodge
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Throw
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Normal Throw
|
8
|
-
|
3
|
Can't Combo
|
2
|
Gain the Edge on hit. Pump with any 2 card(s): +4 damage/card.
|
|
Special Moves
X. Spirit Fire
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Special Attack
|
10
|
1
|
7
|
Can't Combo
|
-
|
Beats dodges. Pump with an X card: +10 damage.
|
|
Y. Rising Sword
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Special Attack
|
10
|
2
|
12
|
Can't Combo
|
-
|
Unsafe on Block
|
|
Z. Divide and Conquer
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Special Attack
|
8
|
3
|
6
|
Can't Combo
|
-
|
Armored, Knockdown. Pump with a Z card: +12 damage.
|
|
Super Moves
S1. Martial Law
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Super Attack
|
15
|
2
|
8
|
Can't Combo
|
3
|
Spend all your super meter when you play this - Level 2: +7 Damage; Level 3: +14 damage and unblockable.
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S2. Clockwork Soldiers
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Super Attack
|
4
|
2
|
11
|
Can't Combo
|
-
|
If this doesn't get hit, it gets - Ongoing: When the opponent opens with an attack, they take 10 damage and can't combo or pump. When they open with a block, they take 4 block damage. Discard this from play: After two more combats.
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|
Ability Card
Final Authority
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Ability
|
-
|
-
|
-
|
-
|
-
|
Ongoing: When you open with an X, Y, or Z, it does +5 damage and beats all other strike attacks. Against other Final Authority attacks it ties and neither can pump or combo.
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Combos
WIP. Complete later.
Strategy
WIP. Complete later.
Matchups
Geiger
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Something about gears.
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