Overview
Lore
Master Midori is from a lineage of extremely powerful martial artists who have tapped into the ability to take on forms of the Dragon. His master taught him and his brother Menelker a wide variety of techniques, including some of deadly force. Midori believed that some of these dark arts were too dangerous to be practiced and should not be passed on to other students. Menelker disagreed, saying there is no right and wrong in a technique and that passing up ultimate power for reasons of honor is foolish.
Midori is a man of honor though. He eschewed the dark arts and taught only the respectable forms of martial arts to Grave and Jaina. Midori delights in teaching and nurturing, feeling vicarious happiness and satisfaction from seeing his pupils flourish.
Character Stats
Health |
Character Type |
Maximum Combo Points |
Unique Trait
|
90 |
Grappling |
3 |
Code of Honor. Midori fights fairly and honorably and does not need special advantages.
|
Overview
WIP. Complete overview of character gameplay.
Strengths |
Weaknesses
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- The Best Character. Dragon is essentially the best character in the game. Although its human counter-part is but a humble grappler, Dragon transcends archetypes combining the strengths of all them into one deadly toolkit - throws Rook would be jealous of, normal attacks that Valerie would die for, a meterless reversal that Grave can't hold a candle to, and much more. No character in Yomi 2 exerts boss energy quite like Midori's dragon form.
- Comeback King. Instead of being locked behind a single big read super, Dragon's presence as an install super allows it to potentially lose combat a couple times and then still snowball into game ending damage. Dragon's damage output is enormous and a single, good read with a normal attack can lead to a chain combo that fully refreshes the timer on the install. Even Midori's human form has access to powerful burst damage, often threatening 16 damage off throw and up to 24 off a hit confirm into X. No matter how big of an advantage the opponent has on Midori, they will always need to be careful.
- Meter Master. Midori is surprisingly competent at building super meter, which is exactly what he needs to play his powerful super moves! Midori is able to power-up without worry using his throws, since he is able to recur all of them back to his hand afterwards using his ability, Grappling Mastery. Complementing this power-up focused strategy are a set of normal with no gaps, meaning that Midori will be able to chain combo more reliably than other characters of his archetype.
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- The Worst Character. Although not without his merits, Midori's human form is more or less the weakest character in the game. He has very poor neutral tools and struggles more than any other character against fireballs. Midori desperately wants to save meter for S2, but doing so may leave him without the use of his only reversal S1. His only versatile special move is X, which is both a great neutral tool and his primary source of combo damage, while both his Y and Z specials are more niche in their application. It is entirely possible to succeed with Midori, but he isn't the complete package without his install.
- Sweep the Leg! Although Midori is a grappler and wields a high damage, high speed throw - it lacks the primary strength of a throw, offering no knockdown on its own. Midori has fewer reliable ways to score a knockdown than any other character, having only his normal E and special Y. Since only E is exchangeable and can be used in conjunction with his throw, not drawing into it until the late game can be particularly challenging for Midori.
- Two Hands to Manage. When transforming into Dragon, Midori's current hand is set aside and a brand new one is drawn from the Dragon deck. This is a double-edged sword - Dragon does not have to worry about starting with a low hand size, but also isn't able to build towards a strong hand like other characters. The already precious few turns spent in Dragon will sometimes have to work around an awkward set of cards. Playing around this can be an important part of Dragon as well, use of A and Y imply a strong hand, while X and Z are not usually used until other options are spent. Lastly, it is important to remember that Midori's human hand remains the same post-transformation, so if you played S2 with a weak hand you'll be stuck with that hand upon its end.
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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
|
Chain Combo
|
1
|
Low
|
|
|
B. Light Attack
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Normal Attack
|
6
|
0
|
5
|
Chain Combo
|
1
|
-
|
|
|
C. Medium High Attack
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Normal Attack
|
7
|
0
|
4
|
Chain Combo
|
1
|
High
|
|
|
D. Heavy High Attack
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Normal Attack
|
8
|
0
|
3
|
Chain Combo
|
1
|
High
|
|
|
E. Power Low Attack
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Normal Attack
|
8
|
0
|
6
|
-
|
1
|
Low
Knockdown
|
|
|
Low Block
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Normal Block
|
-
|
-
|
-
|
-
|
-
|
On block: Draw a card. Recurring. If you are in honor stance, and the opponent blocks or dodges, you automatically throw them (Discard this and they take 8 damage).
|
|
|
High Block
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Normal Block
|
-
|
-
|
-
|
-
|
-
|
On block: Draw a card. Recurring. If you are in honor stance, and the opponent blocks or dodges, you automatically throw them (Discard this and they take 8 damage).
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|
|
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
|
-
|
7
|
Starter
|
2
|
-
|
|
|
Special Moves
X. Flurry Punches
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Special Attack
|
6
|
3
|
8
|
Linker
|
2
|
Pump Any 2 Cards: +5 Damage/card
|
|
|
Y. Flying Kick
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Special Attack
|
10
|
2
|
6
|
Ender
|
2
|
Knockdown
|
|
|
Z. Eight-Point Counter
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Special Dodge
|
8
|
-
|
-
|
-
|
-
|
Avoids attacks. If you dodge a strike, hit back for 8 damage, draw a card, and this gets: Ongoing - Honor stance (Your blocks auto-throw). Discard this from play: When you honor throw, get hit, or enter Dragon Form.
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|
|
Super Moves
S1. Single Palm
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Super Attack
|
10
|
3
|
11
|
Ender
|
2
|
Costs 1 Super Meter.
|
|
|
S2. Dragon Form
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Super Attack
|
1
|
-
|
-
|
Can't Combo
|
-
|
Costs 3 Super Meter. Transform to Dragon Form.
|
|
|
Ability Card
Grappling Mastery
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Ability
|
-
|
-
|
-
|
-
|
-
|
Fetch all throw cards from your discard pile.
|
|
|
Dragon Form Normal Moves
A. Quick Low Attack
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Normal Attack
|
6
|
0
|
9
|
Chain Combo
|
1
|
Low
|
|
|
B. Light Low Attack
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Normal Attack
|
7
|
0
|
8
|
Chain Combo
|
1
|
Low
|
|
|
C. Medium High Attack
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Normal Attack
|
8
|
0
|
7
|
Chain Combo
|
1
|
High
|
|
|
D. Heavy Low Attack
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Normal Attack
|
9
|
0
|
6
|
Chain Combo
|
1
|
Low
|
|
|
E. Power High Attack
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Normal Attack
|
10
|
0
|
5
|
-
|
1
|
High
|
|
|
Low Block
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Normal Block
|
-
|
-
|
-
|
-
|
-
|
On block: Draw two cards and don't lose a level of super meter this combat.
|
|
|
High Block
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Normal Block
|
-
|
-
|
-
|
-
|
-
|
On block: Draw two cards and don't lose a level of super meter this combat.
|
|
|
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
|
14
|
-
|
9
|
Can't Combo
|
2
|
Knockdown. If this hits, you don't lose a level of super meter at the end of this combat.
|
|
|
Dragon Form Special Moves
X. Toxic Breath
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Special Attack
|
9
|
4
|
7
|
Starter
|
1
|
Lv. 1 Projectile, Recurring, Lockdown. On hit or block: Gain the Edge.
|
|
|
Y. Dragon Mountain
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Special Attack
|
14
|
2
|
13
|
Linker
|
2
|
-
|
|
|
Z. Talon Swoop
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Special Throw
|
18
|
-
|
7
|
Can't Combo
|
-
|
If this hits, you don't lose a level of super meter at the end of this combat.
|
|
|
Dragon Form Ability Card
Intimidating Roar
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Ability
|
-
|
-
|
-
|
-
|
-
|
Draw two cards. Your opponent puts a random card from their hand on top of their deck.
|
|
|
Combos
Basic
Throw Confirm. Throw > E = 16 Damage + Knockdown.
Y Confirm. A > Y = 15 Damage + Knockdown.
X Confirm. A > X = 11 Damage / 21 Damage with Pump.
During Knockdown
Low Mix-Up Chain. A > B > C = 18 Damage + 2 Meter.
High Mix-Up Chain. C > D > E = 23 Damage + 2 Meter.
During Dragon
Low Mix-Up Chain. A > B > C = 21 Damage + 2 Meter.
High Mix-Up Chain. C > D > E = 27 Damage + 2 Meter.
Max Damage Dragon Mountain. Y > E = 24 Damage.
Strategy
General
WIP. Complete later.
Matchups
Geiger
|
Something about gears.
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