Yomi 2/Onimaru: Difference between revisions
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{{ProConTable | {{ProConTable | ||
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*''' | *'''SamSho Buttons.''' Onimaru's enormous sword does huge chunks of damage with a single hit, making almost any successful combat interaction lead to a big reward. This is especially effective in the context of this being a card game, as it means that Onimaru does not need to build a good hand of cards for a combo. He will be getting max damage of any hit for the cost of just one or two cards... and for Onimaru, max damage is usually a lot of damage! | ||
*''' | *'''The Grappler?''' Once he gets the edge, Onimaru's unblockable normal attacks act almost like enhanced throws that can beat slower attacks. If the unblockable normal hits, it gives Onimaru the edge, looping the same situation! Especially alongside his armored E normal, Onimaru's guard crush pressure is absolutely oppressive until the opponent can get a hold of a dodge. | ||
*''' | *'''R.E.S.P.E.C.T.''' Onimaru has a variety of tools that allow him to dominate the neutral game and play moves that beat a wide range of your opponent's options. In addition to his guard break set-ups, Final Authority allows Onimaru's special moves to beat a wide variety of normally hard to challenge options, such as burst and reversal supers. Against many characters there will be only a single card in their deck that can counter your buffed special moves. Opponents will learn to respect these options or get rolled by the General's offense. | ||
|cons= | |cons= | ||
*''' | *'''Generals Hate This One Trick!''' Dodge cleanly punishes almost all of Onimaru's moves. Only his X and throw can challenge this. While it can be pumped for some more respectable damage, his throw is generally weak, as it does not knockdown and is tied for slowest in the game. Much of learning to play against Onimaru is learning how to safely and efficiently dig for and threaten dodges, to allow for ways to escape and bait his normal pressure loop. | ||
*''' | *'''The Grounded Footsies Yomi is Known For.''' Before Onimaru can get his offensive pressure loop online, he ultimately will need to "get in" on his opponent. This often means playing patiently looking for an opportunity to land a normal attack through your opponent's faster pokes and fireballs. Even once the pressure is on, Onimaru's big sword attacks cannot generally deal more than 20 damage in a single turn. Combining these challenges, points towards Onimaru ultimately struggling to make big high-damage comebacks. He requires a methodical approach to set-up his offense, and then multiple successful combats to close out a game. | ||
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Latest revision as of 05:47, 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 |
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90 | Poking | 0 | Guard Crush. While you have the edge, your normal attacks are unblockable. |
Strengths | Weaknesses |
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Moves
Normal Moves
A. Quick Low Attack
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C. Light High Attack
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E. Medium Bash
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G. Heavy High Attack
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J. Power High Attack
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Low Block
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High Block
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Dodge
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Throw
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Special Moves
X. Spirit Fire
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Y. Rising Sword
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Z. Divide and Conquer
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Super Moves
S1. Martial Law
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S2. Clockwork Soldiers
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Ability Card
Final Authority
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Combos
WIP. Complete later.
Strategy
WIP. Complete later.
Matchups
Grave[No Data] |
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Jaina[No Data] |
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Argagarg[No Data] |
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Geiger |
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Something about gears. |
Setsuki[No Data] |
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Valerie[No Data] |
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Rook[No Data] |
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Midori[No Data] |
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Bigby[No Data] |
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Troq[No Data] |
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Onimaru[No Data] |
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River[No Data] |
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Lum[No Data] |
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DeGrey[No Data] |
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Menelker[No Data] |
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