Messiah End Re Coming/Oniyuri

From Mizuumi Wiki
Jump to navigation Jump to search
OniyuriProfile.png

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
Oni5a.png
-
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
Oni2a.png
-
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
Oni5b.png
-
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
Oni2b.png
-
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
Oni5c.png
-
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
Oni2c.png
-
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
Onija.png
-
Damage Cost Cancel Guard Startup Active Recovery Frame Adv Invuln
20 - j.B,j.C High 6 - - - -

-

j.B
Onijb.png
-
Damage Cost Cancel Guard Startup Active Recovery Frame Adv Invuln
20 - j.C High 9 - - - -

-

j.C
Onijc.png
-
Damage Cost Cancel Guard Startup Active Recovery Frame Adv Invuln
20 - - High 16 - - - -

-

Command Normals

6A
Oni6a.png
-
Damage Cost Cancel Guard Startup Active Recovery Frame Adv Invuln
13 - Specials Mid,AUB 13 - 58 -16 Upper Body invuln

Universal Antiair. Launches.

4B
Oni4b.png
-
Damage Cost Cancel Guard Startup Active Recovery Frame Adv Invuln
45 - 2C High 31 - 88 -28 -

Universal Overhead. Has a Hitbox behind her.

6C
Oni6c.png
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
Oni6ad.png
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
OniGC.png
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
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
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
Cmdgrab.png
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
ExCmdgrab.png
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
Oni623a.png
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
Oni623c.png
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
OniTori.png
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
OniExTori.png
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
RokkyoKaiji.png
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
DAIENJOOOOO.png
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.

MESSIAH END -RE COMING-
General

FAQSetup & NetplaySystem

Characters

LycorisKano SyurenTear FenrisAbeliaOniyuri