Yomi 2/Onimaru: Difference between revisions

From Mizuumi Wiki
Jump to navigation Jump to search
(Created page with "thumb|right|400px| ==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 styl...")
 
No edit summary
Line 59: Line 59:
{{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

Yomi 2 Onimaru.png

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.
  • 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.

Moves

Normal Moves

A. Quick Low Attack
Yomi2 Onimaru A.png
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
Yomi2 Onimaru C.png
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
Yomi2 Onimaru E.png
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
Yomi2 Onimaru G.png
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
Yomi2 Onimaru J.png
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
Yomi2 Onimaru LB.png
Move Type Damage Block Damage Speed Combo Type Combo Points Attributes
Normal Block - - - - - On block: Draw a card. Recurring
High Block
Yomi2 Onimaru HB.png
Move Type Damage Block Damage Speed Combo Type Combo Points Attributes
Normal Block - - - - - On block: Draw a card. Recurring
Dodge
Yomi2 Onimaru DO.png
Move Type Damage Block Damage Speed Combo Type Combo Points Attributes
Normal Dodge - - - - - -
Throw
Yomi2 Onimaru Throw.png
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
Yomi2 Onimaru X.png
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
Yomi2 Onimaru Y.png
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
Yomi2 Onimaru Z.png
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
Yomi2 Onimaru S1.png
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.
S2. Clockwork Soldiers
Yomi2 Onimaru S2.png
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.

Ability Card

Final Authority
Yomi2 Onimaru AB.png
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.

Combos

WIP. Complete later.

Strategy

WIP. Complete later.

Matchups

Yomi 2 grave icon.png
Grave[No Data]
Yomi 2 jaina icon.png
Jaina[No Data]
Yomi 2 argagarg icon.png
Argagarg[No Data]
Yomi 2 geiger icon.png
Geiger
Something about gears.
Yomi 2 setsuki icon.png
Setsuki[No Data]
Yomi 2 valerie icon.png
Valerie[No Data]
Yomi 2 rook icon.png
Rook[No Data]
Yomi 2 midori icon.png
Midori[No Data]
Yomi 2 bigby icon.png
Bigby[No Data]
Yomi 2 troq icon.png
Troq[No Data]
Yomi 2 onimaru icon.png
Onimaru[No Data]
Yomi 2 river icon.png
River[No Data]
Yomi 2 lum icon.png
Lum[No Data]
Yomi 2 degrey icon.png
DeGrey[No Data]
Yomi 2 menelker icon.png
Menelker[No Data]



General
System
Gems
Strategy
Glossary
Characters
Grave
Jaina
Argagarg
Geiger
Setsuki
Valerie
Rook
Midori
Bigby
Troq
Onimaru
River
Lum
DeGrey
Menelker