Fantasy Strike/Onimaru

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FS Onimaru.png

Introduction

General Onimaru commands the Flagstone military. He's an expert on tactics and strategy. In combat, he relies on deliberate, powerful strikes with his sword.

Overview

Health Character Type Super Meter charge time
7 Wildcard 14 Seconds

General

Onimaru is a slow but powerful fighter. If he can land his attacks on an opponent (blocking or not), he can quickly cause a lot of damage.

Unique Traits

Rather than dealing chip damage from special moves, Onimaru can guard crush you by making you block 3 of his sword attacks within a certain amount of time. This effectively treats you as being hit as if you were not blocking at all.

Moves

Ground

Hilt Bash
FS A.png
FS Onimaru 5A.png
Damage Startup Active Recovery Hit Adv Block Adv Counter Adv Properties Attribute
1 8 7 14 0 -2 5 Cancellable Strike

A quick strike with the pommel of Onimaru’s sword. Serves as a very situational anti-air against certain jump in attacks, at a specific angle.

Cancellable into FS B.png or FS C.png on hit or block.


Overhead Slice
FS R.png+FS A.png
FS Onimaru 6A.png
Damage Startup Active Recovery Hit Adv Block Adv Counter Adv Properties Attribute
2 20 9 16 -2 -4 4 Cancellable, Guard Crush Strike

A slow overhead swing with Onimaru’s sword. Despite the animation, this move hitbox is only about as high as Onimaru’s waist (standing neutral height).

Causes 1 point of chip on block. It is unsafe as a blockstring when performed in close range.

Cancellable into FS B.png or FS C.png on hit or block.


Sweep
FS L.png+FS A.png
FS Onimaru 4A.png
Damage Startup Active Recovery Hit Adv Block Adv Counter Adv Properties Attribute
1 13 5 25 KD -9 KD Cancellable, Knockdown, Guard Crush Strike

A quick, far reaching sweeping slice across the ground with Onimaru’s sword.

Causes 1 point of chip on block. Can be spaced at max range to safely meaty most reversals.

Cancellable into FS B.png or FS C.png on hit or block.


Tactical Slice
FS B.png
FS Onimaru 5B.png
Tactical Slice
FS Onimaru 5B 2.png
Tactical Stance
FS Onimaru 5B 3.png
Shoulder Charge
FS Onimaru 5B 4.png
Spirit Fire
FS Onimaru 5B 5.png
Tactical Analysis
Version Damage Startup Active Recovery Hit Adv Block Adv Counter Adv Properties Attribute
Tactical Slice 2 22 5 41 -23 -25 KD Cancellable, Projectile Invincible, Guard Crush Strike

A forward moving, spinning, horizontal slash attack. Causes 1 point of chip on block. The spinning portion of the move has some projectile invulnerability.

At the end of the move Onimaru automatically enters the Tactical Stance.

During the stance Onimaru can perform the following:

  • dash forward by pressing FS R.png twice, or alternatively FS J.png+FS R.png, remaining in the stance, but losing the ability to dash in either direction;
  • dash backwards by pressing FS L.png twice, or alternatively FS J.png+FS L.png, exiting the stance;
  • cancel into FS A.png to perform Shoulder Charge;
  • cancel into FS B.png to perform Spirit Fire;
  • cancel into FS C.png to perform Tactical Analysis.
Shoulder Charge 1 12 9 9 5~12 3~13 11~17 - Strike

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. Serviceable anti-air.

Spirit Fire 2 23 28 13 KD -20 KD Knockdown, Guard Crush Strike, Projectile

Onimaru does a slow, massive swing of his sword. Leaves Tactical Stance.

The ghosts that follow the sword eat projectiles.

Tactical Analysis - 10 82 16 KD - KD - Parry

Parries Strikes and Projectiles with a high swing of his sword for a counterattack. Leaves Tactical Stance.

The parry can be held active for quite a long time by holding down FS C.png.

If the counter is executed, it performs 1 damage and recovers extremely quickly, but not instantly.


Divide and Conquer
FS C.png
FS Onimaru 5C.png
Damage Startup Active Recovery Hit Adv Block Adv Counter Adv Properties Attribute
1~2 17 5(17)7 31 KD -17 KD Armor Strike

Slow, armored attack that hits twice and moves forward quickly. Has 1 hit of armor starting on the first frame.

If both hits connect (easier if the opponent is airborne) it will deal 2 damage.


Throw
FS T.png
FS Onimaru T.png
Version Damage Startup Active Recovery Hit Adv Block Adv Counter Adv Properties Attribute
Forward 1 3 4 16 KD - KD Knockdown Throw

Forward Throw

Back 1 3 4 16 KD - KD Knockdown Throw

Back Throw


Martial Law
FS S.png
FS Onimaru 5S.png
level 1
FS Onimaru 5S 2.png
level 2
FS Onimaru 5S 3.png
level 3
Version Damage Startup Active Recovery Hit Adv Block Adv Counter Adv Properties Attribute
level 1 2 11-31 13 18 KD -10 KD Knockdown, Strike Invincible, Guard Crush Strike

An overhead swing. The startup frames are invincible to strikes and projectiles, but vulnerable to throws.

Serves as a decent anti-air.

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.

level 2 3 32-71 15 16 KD -10 KD Knockdown, Guard Crush Strike

A sound effect plays on the first frame, alerting you to level 2 charge. Can be delayed up to 39 frames.

Reaches farther than level 1.

Another sound effect plays on the final frame, alerting you to level 3 charge.

level 3 4 72-112 15 16 KD - KD Knockdown, Unblockable Strike

Reaches full screen and is unblockable, but can be jumped.

Can be delayed up to 40 frames, but holding until the forced release wastes 40 frames compared to a timed release.

Air

Bunt
FS A.png
FS Onimaru JA.png
Damage Startup Active Recovery Hit Adv Block Adv Counter Adv Properties Attribute
1 9 10 4 - - - Cancellable Strike

A jumping sword attack which can be repeated up to 3 times.

Can work as a decent air-to-air in some matchups. Is a good good movement tool.


Spirit Slice
FS B.png
FS Onimaru JB.png
Damage Startup Active Recovery Hit Adv Block Adv Counter Adv Properties Attribute
2 20 2 28-41 - - - Knockdown, Guard Crush Strike, Projectile

A slow but long lasting horizontal swing which launches ghosts projectiles.

Ghosts count as projectiles and can eat other projectiles. Onimaru has no hurtbox on his feet during this move.


Helm Breaker
FS C.png
FS Onimaru JC.png
Helm Breaker
FS Onimaru JC 2.png
Rising Sword
Version Damage Startup Active Recovery Hit Adv Block Adv Counter Adv Properties Attribute
Helm Breaker 2 3 6 33 KD -18 KD Armor, Cancellable, Knockdown, Guard Crush Strike

A flip into a downward slash. Doesn't startup until Onimaru lands on the ground.

Has armor from frame 1.

Cancellable into Rising Sword by pressing FS C.png again.

Rising Sword 1 20 9 34 KD -25 KD Invincible, Knockdown, Guard Crush Strike

Invulnerable rising slice followup.


Clockwork Soldiers
FS S.png
FS Onimaru JS.png
Damage Startup Active Recovery Hit Adv Block Adv Counter Adv Properties Attribute
- 0+0 1 5-23 - - - - -

Summons 2 Clockwork Soldiers. Recovery depends on how close to the ground Onimaru performs the move.

Soldiers have 2 health. They cause 1 chip on block, with Guard Crush, and deal 1 damage each, causing knockdown on hit.

Combos

Basic

FS A.png > FS C.png(2 damage)
FS B.png, FS C.png > FS S.png (3 damage)

Situational

FS B.png, FS A.png (if it hits an airborne opponent) > FS R.png+FS A.png

Counterhit

FS A.png > FS B.png (3 damage)
FS B.png, FS A.png > FS A.png (2 damage)
FS R.png+FS A.png > FS B.png (4 damage)
FS C.png(second hit) > FS R.png+FS A.png > FS C.png (4 damage, corner only)
FS C.png(second hit) > FS L.png+FS A.png > FS C.png (3 damage, corner only)
FS C.png(second hit) > FS S.png (3 damage)

Strategy

General

Onimaru is a slow character, but its long sword range, powerful and armor moves (FS C.png and FS J.png+FS C.png) are good tools to keep its adversaries at bay.

One of Onimaru's strongest moves is to perform FS R.png+FS A.png followed by FS B.png, which will only combo on counter hit, but will cause 4 damage when it lands, and on block you can always follow up the Tactical Slice with a parry (FS C.png) or one of the other attack options.

Use your attack moves to apply guard crush and setup a high damage move, or to force your opponent to react.

If you're dealing with zoners, use FS S.png invulnerability, or FS B.png initial motion, to get past projectiles while applying pressure. FS J.png+FS B.png is also good against projectiles, as it stays in air for long, allowing to jump over projectiles, and also eliminates them at the end of the move with the ghost skulls, and it also is a long reaching attack.

Summon clockwork soldiers to apply pressure and setup strong attacks.

Abuse of Tactical Slice (FS B.png), varying the followup between parry and attacks, to keep your opponent guessing.

When you knockdown your opponent, punish them with a meaty FS L.png+FS A.png, a meaty FS B.png, which allows you to easily follow up with different attacks (or parry), or even a FS S.png.

Guides

Guide by Tidazi

Matchups

Name Type Matchup Strategy
Argagarg
FS icon Argagarg.png
Zoner -
DeGrey
FS icon DeGrey.png
Wild Card -
Geiger
FS icon Geiger.png
Zoner This match, for Oni at least, involves a lot of jumping. Geiger can zone out Onimaru, leaving him without any options except for FS S.png. Without his super, he doesn't have any option other than to go in, which Geiger can do good against as well. Jumping with Geiger may seem like a shoo-in, but that's not necessarily the case. With Phase Out, Geiger can bait out his many anti-air options, and go in for a clean punish. Not to mention, there's not a lot that Oni can do defensively, so he's gonna have to take all the pressure from Geiger. Especially his air super. If Geiger throws that out, then there's literally nothing you can possibly do other than block, and Geiger can just all the pressure that he needs to. Offensively, he can only do things up close, which Drop and Flash Gear both counter, and if you jump in: Time Stop.
Grave
FS icon Grave.png
Zoner -
Jaina
FS icon Jaina.png
Zoner -
Lum
FS icon Lum.png
Wild Card -
Midori
FS icon Midori.png
Grappler -
Onimaru
FS icon Onimaru 1.png
Wild Card -
Quince
Quince.png
Wild Card -
Rook
FS icon Rook.png
Grappler -
Setsuki
FS icon Setsuki.png
Rushdown -
Valerie
FS icon Valerie.png
Rushdown -


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