Character Summary
Oniyuri is the dedicated Grappler Character in MeRe.
She is very unique among the cast, as she can not use Spirit Cancel and she can not jumpcancel her air normals on hit.
Instead, she has EX versions of her specials that have enhanced qualities.
Since she has no particularly good neutral or movement options, and with SC she can not easily reset pressure with meter.
Her prefered gameplan is to stay close and threaten the opponent with jab/throw pressure, as her cmd grabs do good damage and her combos have good knockdown.
Normals
5A - -
|
Damage
|
Cost
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Invuln
|
13
|
-
|
5B,2B,5C,2C,Specials
|
Mid
|
4
|
-
|
20
|
+13
|
-
|
Main Jab, Links and Blockstrings into itself
|
|
2A - -
|
Damage
|
Cost
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Invuln
|
12
|
-
|
5B,2B,5C,2C,Specials
|
Low
|
8
|
-
|
23
|
+14
|
-
|
Low Jab, Links and Blockstrings into itself
|
|
5B - -
|
Damage
|
Cost
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Invuln
|
25
|
-
|
5C,2C,Specials
|
Mid
|
10
|
-
|
46
|
-2
|
-
|
Quick button that moves forward and is hard to punish on whiff.
|
|
2B - -
|
Damage
|
Cost
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Invuln
|
28
|
-
|
5C,2C,Specials
|
Low,AUB
|
20f
|
-
|
62
|
-2
|
-
|
Slower than 2C, but reaches farther due to forward movement and has way less recovery.
|
|
5C - -
|
Damage
|
Cost
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Invuln
|
45
|
-
|
2C,Specials
|
Mid,AUB
|
25
|
-
|
66
|
-1
|
-
|
Nice frame advantage for a C-Button.
|
|
2C - -
|
Damage
|
Cost
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Invuln
|
36
|
-
|
Specials
|
Low
|
16
|
-
|
75
|
-25
|
-
|
Sweeps opponents feet. Fairly quick, but very punishable on whiff and block, as her cancel options are very limited.
|
|
Air Normals
j.A - -
|
Damage
|
Cost
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Invuln
|
20
|
-
|
j.B,j.C
|
High
|
6
|
-
|
-
|
-
|
-
|
|
|
j.B - -
|
Damage
|
Cost
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Invuln
|
20
|
-
|
j.C
|
High
|
9
|
-
|
-
|
-
|
-
|
|
|
j.C - -
|
Damage
|
Cost
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Invuln
|
20
|
-
|
-
|
High
|
16
|
-
|
-
|
-
|
-
|
|
|
Command Normals
6A - -
|
Damage
|
Cost
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Invuln
|
13
|
-
|
Specials
|
Mid,AUB
|
13
|
-
|
58
|
-16
|
Upper Body invuln
|
Universal Antiair. Launches.
|
|
4B - -
|
Damage
|
Cost
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Invuln
|
45
|
-
|
2C
|
High
|
31
|
-
|
88
|
-28
|
-
|
Universal Overhead. Has a Hitbox behind her.
|
|
6C Tetsuzanko Tetsuzanko
|
Damage
|
Cost
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Invuln
|
75
|
-
|
Specials (except 623X and 22X)
|
Mid
|
25
|
-
|
111
|
-46
|
-
|
Combo Tool, as it does good damage and wallbounces for hard knockdown two times at max in a combo.
|
|
Universal Moves
4D/6D Normal Throw Normal Throw
|
Damage
|
Cost
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Invuln
|
95
|
-
|
-
|
Throw
|
4
|
-
|
45
|
+127 on hit
|
-
|
Universal Throw. Can be teched by doing the throw input at the same time as being thrown.
|
|
GC Guard Cancel Guard Cancel
|
Damage
|
Cost
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Invuln
|
1
|
2 Meter
|
-
|
Mid
|
-
|
-
|
-
|
-15
|
Full
|
Universal Defense Mechanic. Has very high pushback, even on block.
|
|
Specials
22A Armor God Armor God
|
Damage
|
Cost
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Invuln
|
-
|
-
|
Dash,Backdash
|
-
|
5
|
-
|
69
|
-
|
Strike
|
Parry that can be cancelled into dash or backdash on activation, with invuln lasting into the dash. Can be thrown.
|
|
22C EX Armor God EX Armor God
|
Damage
|
Cost
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Invuln
|
-
|
1 Meter
|
Dash,Backdash
|
-
|
1
|
-
|
64
|
-
|
Strike
|
Same as 22A but comes out instantly.
|
|
632146A Naraku Naraku
|
Damage
|
Cost
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Invuln
|
169
|
-
|
-
|
Throw
|
4
|
-
|
91
|
+55 on hit
|
Throw
|
Oniyuris Cmd Throw. Not techable, does good dmg and has a better range than normal throw. You cannot special cancel into it.
|
|
632146C EX Naraku EX Naraku
|
Damage
|
Cost
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Invuln
|
215
|
1 Meter
|
-
|
Throw
|
4
|
-
|
91
|
+55 on hit
|
Full
|
Does more damage than the meterless version and is invincible.
|
|
623A Tengai Tengai
|
Damage
|
Cost
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Invuln
|
60
|
-
|
-
|
Airthrow
|
18
|
-
|
77
|
+127 on hit
|
-
|
Antiair Cmd Throw. Moves forward a bit. Best combo ender due to good knockdown.
|
|
623C EX Tengai EX Tengai
|
Damage
|
Cost
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Invuln
|
112
|
1 Meter
|
-
|
Airthrow
|
11
|
-
|
54
|
+127 on hit
|
Upper Body invuln
|
Bigger, faster and more damaging than 623A, with Inv against air attacks.
|
|
41236A Tori Shura Tori Shura
|
Damage
|
Cost
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Invuln
|
20+19+36 for 75 total
|
-
|
-
|
mid
|
37,48
|
-
|
97
|
-9
|
Upper Body invuln
|
A very perplexing move. It has Upper Body invuln, but as you can see, the initial hitbox is very small, on top of having high startup and being airblockable. Her hurtbox also extends by a lot horizontally, making it very easy to mash out on or whiffpunish.
|
|
41236C EX Tori Shura EX Tori Shura
|
Damage
|
Cost
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Invuln
|
20+19+77 for 116 total
|
1 Meter
|
-
|
mid
|
15,26
|
-
|
97
|
-1
|
Upper Body invuln
|
ALOT better than the normal version. More damage, launches for a combo, has a good initial hitbox, very good startup and better frameadvantage.
|
|
Spirit Arts
214214C Rokkyo Kaiji |
Rokkyo Kaiji |
|
Damage
|
Cost
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Invuln
|
-
|
2 Meter
|
-
|
Mid
|
-
|
-
|
80
|
-
|
-
|
Oniyuri slows time around her for a good 6 seconds, which allows her to do juggle combos or do safer mixup or Guard Crash her opponent during pressure. The timeslow ends early when she gets hit or lands a throw move.
|
|
632146D DAIENJOOOOOOOU |
! DAIENJOOOOOOOU |
!
|
Damage
|
Cost
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Invuln
|
330(Throw),125(Hit)
|
3 Meter
|
-
|
Throw,Mid
|
Quick
|
-
|
-
|
+64(Throw Hit),-8(Mid Blocked)
|
Full
|
Very unique move. Invincible commandgrab that deals massive damage. But even if the initial grab whiffs an attack comes out that can wallbounce near corner for a combo on hit and is safe on block.
|
|