Fantasy Strike/Onimaru

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FS Onimaru.png

Introduction

Explain the basics of the character. This includes basic personality (i.e. Disciplined, Risky, Upright) and their fighting equipment (i.e. Wind, Sword, Fire Bow, Fists, Ghost).

Overview

Health Character Type Super Meter charge time
7 Wildcard 14 Seconds

General

Delve into the gameplay of the character.

Unique Traits

What makes this character special

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

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

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

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
Hellfire
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

Automatically enters Tactical Stance. The stance is cancellable into FS A.png, FS B.png, or FS C.png.

Onimaru can dash forward or backwards by pressing FS R.png or FS L.png twice. Alternatively you can press FS J.png+FS R.png or FS J.png+FS L.png.

If Onimaru dashes backwards he exits the stance but if he dashes forwards, he remains in Tactical Stance but loses the ability to dash in either direction.

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.

Hellfire 2 26 28 26 KD -33 KD Knockdown, Guard Crush Strike, Projectile

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

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.


Divide and Conquer
FS C.png
FS Onimaru 5C.png
Damage Startup Active Recovery Hit Adv Block Adv Counter Adv Properties Attribute
1~2 19 3(17)7 31 KD -17 KD Armor Strike

Slow, armored attack that hits twice and moves forward quickly. If both hits connect it will deal 2 damage. Has 1 hit of armor starting on the first frame.


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 0+11~31 13 18 KD -10 KD Knockdown, Strike Invincible, Guard Crush Strike

The startup frames are invincible to strikes and projectiles, but vulnerable to throws. The strike always takes 11 frames, and 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 0+32~71 15 16 KD -10 KD Knockdown, Guard Crush Strike

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

Can be delayed up to 40 frames. Full screen but can be jumped. Note that it is wasteful to charge this completely. Holding super 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

Can be repeated up to 3 times.


Spirit Fire
FS B.png
FS Onimaru JB.png
Damage Startup Active Recovery Hit Adv Block Adv Counter Adv Properties Attribute
2 20 2 37 - - - Knockdown, Guard Crush Strike, Projectile

-


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 - - - Cancellable, Armor, Guard Crush Strike

Doesn't startup until Onimaru lands on the ground. Cancellable into Rising Sword only. Has armor from frame 1.

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

-


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. Soldiers have 2 health and cause Guard Crush. Recovery depends on how close to the ground Onimaru performs the move.

Combos

Basic

Situational

Strategy

General

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 -
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 -


General
FAQ
Controls
Mechanics
Glossary
Characters
Grappler
Rook
Midori