Yomi 2/Grave

From Mizuumi Wiki
Jump to navigation Jump to search
Yomi 2 Grave.png

Overview

Lore

Grave Stormborne had the misfortune as a child of seeing his father killed in battle. He was killed by a young commander who would later be known as General Onimaru. Onimaru took the Stormborne family sword as a war prize, but Persephone intervened. She returned the heirloom to Grave, but warned him not to use it unless it was absolutely necessary.

Grave was scarred by this event and became obsessed with training. He now trains alongside his sister Jaina under Master Midori at his dojo in Dragon Tail Vale. Grave cares little about politics, and instead focuses on individual power. Many expect him to win the Fantasy Strike tournament against the previously undefeated Rook. He mostly uses a style of open hand attacks and trains to execute each one as well as he can. He strives for a balance of moves so that he can take on anyone of any style who would threaten him or his family again, and yet his life is not one of balance. It's a life of intense training and self improvement. Rook and DeGrey try to show him that that's a rather selfish choice when the world needs his skills for a purpose higher than winning for the sake of winning.

Character Stats

Health Character Type Maximum Combo Points Unique Trait
90 Zoning 4 Versatile Style. During your main phase, you may exchange cards twice (rather than the usual once).


Strengths Weaknesses
  • Master of Normals. Grave's powerful unique trait allows him to easily replay his best normal moves again and again, in addition to making it easier to sculpt a great hand. Being able to double exchange for blocks or dodges makes it very difficult to corner Grave and he can even use it to quickly power-up.
  • Jack of All Trades. Grave's moves and ability cover a wide variety of applications, both offensive and defensive. He has a tool to capitalize on almost any situation.
  • Dragonheart! Grave's S1 is a flexible high reward attack that opponents have to learn to respect. It is the fastest speed reversal possible, making it a strong defensive call-out, and is hit-confirmable, making your normals much scarier.
  • Long Road to Mastery. Learning to best use Grave's unique trait can require a lot of game knowledge. When used poorly, it can even be detrimental. Be particularly careful when using it to force a fast power-up - this is often an over-commitment!
  • Honorable Warrior. Grave does not have any moves that significantly break the mold or otherwise feel unfair. As a result, he must win with good fundamentals instead of tricky plays.
  • Jumping into Light, Fierce. Grave has a wide variety of tools, but his mix-up tools are fairly predictable. He commonly relies on mixing up A and Throw in neutral, which, if used too regularly, can be predated upon by a clever opponent. Similarly, Grave's damaging combos are fairly limited until he has his ability Wind Summon active.

Moves

Normal Moves

A. Quick Low Attack
Yomi2 Grave A.png
Move Type Damage Block Damage Speed Combo Type Combo Points Attributes
Normal Attack 3 0 8 Chain Combo 1 Low
  • Your primary poke in neutral. Chain A > B to build meter or confirm into S1.
  • During Wind Summon, can confirm into S1 with 1 meter (A > B > S1).
  • Avoid powering up with this or using it to combo off throw if possible. It is generally too valuable to not use it as an attack.
B. Light Low Attack
Yomi2 Grave B.png
Move Type Damage Block Damage Speed Combo Type Combo Points Attributes
Normal Attack 4 0 7 Chain Combo 1 Low
  • In neutral, a slightly worse version of A, but serves the same role.
  • Avoid powering up with this in most cases as well, very useful in your general game plan.
C. Medium Attack
Yomi2 Grave C.png
Move Type Damage Block Damage Speed Combo Type Combo Points Attributes
Normal Attack 5 0 6 Chain Combo 1 -
  • Ideal card to use for powering up, less useful as an opener.
  • Also useful to combo into for a chain combo, such as (Throw > C > D).
D. Heavy High Attack
Yomi2 Grave D.png
Move Type Damage Block Damage Speed Combo Type Combo Points Attributes
Normal Attack 6 0 5 Chain Combo 1 High
  • Preferred high hitting normal, best used against a knocked down opponent.
  • Also great for max damage chain combo off throw (Throw > D > E).
E. Power High Attack
Yomi2 Grave E.png
Move Type Damage Block Damage Speed Combo Type Combo Points Attributes
Normal Attack 7 0 4 - 1 High
  • After C, second best normal to power up with.
  • If used as an opener, confirm into a super or special (E > S1 or E > Y).
Low Block
Yomi2 Grave LB.png
Move Type Damage Block Damage Speed Combo Type Combo Points Attributes
Normal Block - - - - - On block: Draw a card. Recurring
  • Preferred block punishes are S1, Throw, or Z+Z.
High Block
Yomi2 Grave HB.png
Move Type Damage Block Damage Speed Combo Type Combo Points Attributes
Normal Block - - - - - On block: Draw a card. Recurring
  • Preferred block punishes are S1, Throw, or Z+Z.
Dodge
Yomi2 Grave DO.png
Move Type Damage Block Damage Speed Combo Type Combo Points Attributes
Normal Dodge - - - - - -
  • Preferred dodge punishes are S1, Throw, or Z+Z.
  • In the early game, typically a good choice to power-up or exchange with.
  • Useful as an alternative way to confirm into S1 in the mid-late game.
Throw
Yomi2 Grave Throw.png
Move Type Damage Block Damage Speed Combo Type Combo Points Attributes
Normal Throw 7 - 5 Starter 2 Knockdown
  • Grave's knockdown mix-up is weak until he has S1 or Wind Summon, try using this to confirm into a chain if these aren't available yet (Throw > D > E).
  • During Wind Summon, works well as a way to threaten an attack / throw mix-up into S1 (Throw > S1).

Special Moves

X. Lightning Cloud
Yomi2 Grave X.png
Move Type Damage Block Damage Speed Combo Type Combo Points Attributes
Special Attack 8 4 7 Ender 1 Lv. 1 Projectile
Recurring
Lockdown
  • Primarily used as a way to increase hand size without blocking.
  • Very important special against grapplers and DeGrey. Try to use this on your turn to prevent them from beating it with speed 7 attacks.
  • Can be used as a combo ender once your hand size is larger or in the late game, but generally avoid this in the early game.
Y. Stormborne Sword
Yomi2 Grave Y.png
Move Type Damage Block Damage Speed Combo Type Combo Points Attributes
Special Attack 10 2 11 Ender 3 Unsafe On Block
  • Grave's preferred reversal, as S1 is riskier to use defensively.
  • 11 speed is a common reversal speed, be careful if used on the opponent's turn if they have a known 11 speed reversal.
  • Also situationally useful as a decent damage combo ender, if S1 is not available.
Z. Whirlwind
Yomi2 Grave Z.png
Move Type Damage Block Damage Speed Combo Type Combo Points Attributes
Special Attack 7 1 7 Linker 2 High
Pump
1 Z: +8 Damage
  • Creates a "fast" high / low mix-up with A or B in neutral, allowing Grave to catch opponents blocking low. Of course, also works well against knocked down opponents.
  • Usually best used as an opener, not combo fodder. Typically only combo into this if you can pump it.
  • If Wind Summon is not active, ideal combo ender is a chain (Z > D > E), or normal into X (Z > E > X).
  • During Wind Summon, this move is much stronger as it can confirm into S1. If possible, reserve using this until Wind Summon is active.
  • Its pump option is good, but its not worth waiting to draw a second Z to use it.

Super Moves

S1. Dragonheart
Yomi2 Grave S1.png
Move Type Damage Block Damage Speed Combo Type Combo Points Attributes
Super Attack 20 1 15 Ender 3 Costs 2 Super Meter. Unsafe On Block
  • Grave's primary win condition and most often used super. When you power-up, choose this!
  • Once S1 is available, confirm into it with normals. This move also strongly improves Grave's mix-up on knocked down opponents.
  • During Wind Summon, this move can be confirmed into with Throw and Z.
  • Also an amazing reversal, out speeding all attacks in the game on your turn; can even be used to snipe burst. Don't overuse this though, confirming into S1 is your safest option.
S2. True Power of Storms
Yomi2 Grave S2.png
Move Type Damage Block Damage Speed Combo Type Combo Points Attributes
Super Dodge 40 - - - - Costs 3 Super Meter. Avoids attacks. If you dodge a strike, hit back for 40 damage.
  • High risk, HUGE reward super. Grave can rob games he has no business winning with S2, but also don't feel the need to play this every game.
  • Loses to every option except strike, so preferably use this move when you think your opponent is out of projectiles and throws. This is not a "mix-up" move, and your opponent can usually play around it fairly easily if they expect it.
  • Often better to use the copy of S2 in your deck instead of powering up for it, as you are hoping to "surprise" your opponent with this.

Ability Card

Wind Summon
Yomi2 Grave AB.png
Move Type Damage Block Damage Speed Combo Type Combo Points Attributes
Ability - - - - - Ongoing: Your projectiles are level 2, beat dodges, and deal +4 damage / +2 block damage. Your super attacks cost only 2 combo points. Discard this from play: After two combats.
  • Great ability that improves Grave's mix-up options. Preferably wait to use until S1 is available.
  • Best part of this ability is new combos into S1, mainly (Throw > S1) and (Z > S1). Buffs Grave's mix-up in neutral especially.
  • Projectile buff is less important, but can be used to bait out reversals or other options that might beat both halves of your normal mix-up on the first turn of Wind Summon, so you can employ your S1 mix-up on the second turn.

Combos

Basic

Super Confirm. A > S1 = 23 Damage.

Throw Confirm. Throw > D > E = 20 Damage + 1 Meter. (Any slow normal chain combo works well here)

During Knockdown

Low Mix-Up Confirm. B > Z > X = 19 Damage / 27 Damage with Pump.

High Mix-Up Confirm. E > Z > X = 22 Damage / 30 Damage with Pump.

During Wind Summon

1 Meter Confirm. A > B > S1 = 27 Damage.

Throw Confirm. Throw > S1 = 27 Damage.

Z Confirm. Z > S1 = 27 Damage / 35 Damage with Pump.

Strategy

Basic Game Plan

At the start of the game, your primary goal will usually be to get S1 online so you can start to threaten bigger damage off your pokes. You will want to look for opportunities to build your hand and land a chain combo for more efficient meter gain. Build your hand by blocking and using your fireball special X; build meter by trying to land a chain combo with your pokes, such as A >B, or confirm a chain combo off a throw. If possible, avoid using Z too early in the game, as this special offers you a high reward off mix-ups once you have more resources. Grave's knockdown mix-up is weaker if he lacks S1, so trying taking risks to land a knockdown is usually not a priority at this point in the game.

Once you have S1 available, you can begin threatening to confirm into it with pokes. Your A and B normal are the safest option to confirm into this, but you can also make a bigger read on a throw or low block to try and land a high normal like D or E. Opponents expecting your A normal will block, and this is what will give you the opportunity to land a throw. Once you have S1, going for a knockdown into a mix-up is a strong strategy. Grave's basic strategy at this point in the game is to try and threaten A / Throw, until he either confirms into S1 or lands a knockdown. Many characters can force their way through this mix-up using their superior speed or armored attacks, so mix in blocks and dodges to protect yourself.

Wind Summon

Wind Summon is a very open-ended ability, but essentially improves Grave's mix-up potential and damage output quite a bit. The most rewarding part of this ability is reducing S1's combo point cost to 2 - this allows Grave to confirm into S1 from throw and Z. This means his basic mix-up of A / Throw now threatens S1 on both sides, opponents lose the ability to avoid S1 by taking the throw. On top of this, Grave can now confirm into S1 from with a fast high / low attack mix-up, confirm off either A or Z - if you know your opponent does not have an attack faster than 7, you can force this mix-up in neutral (or surprise them for trying to low block A if they don't know about Z)!

Wind Summon can be very valuable so it is important to refrain from using it until you are somewhat confident your opponent does not have a good way to avoid the mix-up (such as a fast attack). The easiest way to do this is landing a knockdown on your opponent's turn or on the first turn of Wind Summon.

The fireball buff on Wind Summon is a good option if you expect your opponent might have a way to beat your mix-up. Once you use Wind Summon, you won't get an opportunity to exchange back for a normal or throw that missed. You can bait out a dodge, reversal, or fast attack with your fireball and potentially land damage even if you guessed wrong. This is your lower risk, lower reward option during Wind Summon. If your fireball loses to a reversal or fast attack on the first turn, you can threaten your improved mix-up on the second turn of Wind Summon. One special note is to avoid using this strategy if your opponent has a way to land a knockdown off an attack (primarily Menelker can threaten this with his Y).

Super Meter

Grave generally has a very straight forward game plan when building super meter that focuses on being able to use S1 as efficiently as possible. You will usually spend your first power-up fetching S1; even if you draw the second copy of S1 from your deck very early, consider still fetching for S1 as Grave can reasonably build enough meter through chain combos to use both. Grave really likes to land a two hit chain combo early game, allowing him to play S1 after only a single power-up. If you land a throw with less than 2 meter, consider foregoing the knockdown if you have a good chain in hand such as C>D or D>E. As you enter the mid to late game, managing super meter will become more situational and decisions will generally focus on if you have opportunities to land chain combos. The main principle to keep in mind at this stage of the game is that Grave does not need to get 3 meter, 2 meter is enough and the extra meter may not come into play before the game ends; do not weaken your hand by powering up for more meter than you need.

If you are able to play Wind Summon with 1 super meter and a chain combo in hand, it is possible to chain into S1 for a very efficient confirm. Wind Summon is a very versatile ability, so you do not need to refrain from playing it until this situation arises, but this is an excellent situation to play it in.

Grave's S2 is very situational and you will rarely want to power-up for it. Powering up for it to threaten it against the opponent is not usually worth the cost of momentum due to the big rewards you get off confirming into S1. Instead, if you happen to build 3 super meter as the game goes on consider playing the second copy of S2 drawn from your deck. Many characters have strong ways to pressure Grave AND play around S2, so you cannot threaten it the same way that Rook can threaten landing his S2 super grab. In short, don't plan on using S2, but if the opportunity arises, a hidden copy in hand can be a strong comeback opportunity.

When you are choosing cards to power-up with, good cards to consider are - C, D, and Dodge. The primary special you may consider powering up with is X, but if Y's are drawn in the late game and your health total is low enough to make their unsafe nature potentially game losing, they may also be a good choice. In general, don't power-up too often with Grave's specials as they are very versatile. His ability is also great and buffs the use of S1, so avoid powering up with that if possible as well. Grave can more easily build chain combos in hand using his unique trait, so don't focus too much on powering up for meter, and instead use this as an opportunity to fetch S1.

Matchups

Yomi 2 grave icon.png
Grave[No Data]
Yomi 2 jaina icon.png
Jaina[No Data]
Yomi 2 argagarg icon.png
Argagarg[No Data]
Yomi 2 geiger icon.png
Geiger
Something about gears.
Yomi 2 setsuki icon.png
Setsuki[No Data]
Yomi 2 valerie icon.png
Valerie[No Data]
Yomi 2 rook icon.png
Rook[No Data]
Yomi 2 midori icon.png
Midori[No Data]
Yomi 2 bigby icon.png
Bigby[No Data]
Yomi 2 troq icon.png
Troq[No Data]
Yomi 2 onimaru icon.png
Onimaru[No Data]
Yomi 2 river icon.png
River[No Data]
Yomi 2 lum icon.png
Lum[No Data]
Yomi 2 degrey icon.png
DeGrey[No Data]
Yomi 2 menelker icon.png
Menelker[No Data]



General
System
Gems
Strategy
Glossary
Characters
Grave
Jaina
Argagarg
Geiger
Setsuki
Valerie
Rook
Midori
Bigby
Troq
Onimaru
River
Lum
DeGrey
Menelker