Yomi 2/Onimaru

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Yomi 2 Onimaru.png

Overview

Lore

General Onimaru is a formidable foe to anyone who would threaten Flagstone or its right to rule. That goes double for outlaw barristers and mutant stone golems who would sow the seeds of dissent with their illegal Fantasy Strike tournament. Onimaru is a feared commander and Quince's top military man. Despite his age, he’s still a force in personal combat as well. Onimaru’s personal fighting style focuses on powerful, precise attacks. He doesn’t need to dance around or do fancy combos; he just needs to land the one hit that ends the fight.

Character Stats

Health Character Type Maximum Combo Points Unique Trait
90 Poking 0 Guard Crush. While you have the edge, your normal attacks are unblockable.


Strengths Weaknesses
  • SamSho Buttons. Onimaru's enormous sword does huge chunks of damage with a single hit, making almost any successful combat interaction lead to a big reward. This is especially effective in the context of this being a card game, as it means that Onimaru does not need to build a good hand of cards for a combo. He will be getting max damage of any hit for the cost of just one or two cards... and for Onimaru, max damage is usually a lot of damage!
  • The Grappler? Once he gets the edge, Onimaru's unblockable normal attacks act almost like enhanced throws that can beat slower attacks. If the unblockable normal hits, it gives Onimaru the edge, looping the same situation! Especially alongside his armored E normal, Onimaru's guard crush pressure is absolutely oppressive until the opponent can get a hold of a dodge.
  • R.E.S.P.E.C.T. Onimaru has a variety of tools that allow him to dominate the neutral game and play moves that beat a wide range of your opponent's options. In addition to his guard break set-ups, Final Authority allows Onimaru's special moves to beat a wide variety of normally hard to challenge options, such as burst and reversal supers. Against many characters there will be only a single card in their deck that can counter your buffed special moves. Opponents will learn to respect these options or get rolled by the General's offense.
  • Generals Hate This One Trick! Dodge cleanly punishes almost all of Onimaru's moves. Only his X and throw can challenge this. While it can be pumped for some more respectable damage, his throw is generally weak, as it does not knockdown and is tied for slowest in the game. Much of learning to play against Onimaru is learning how to safely and efficiently dig for and threaten dodges, to allow for ways to escape and bait his normal pressure loop.
  • The Grounded Footsies Yomi is Known For. Before Onimaru can get his offensive pressure loop online, he ultimately will need to "get in" on his opponent. This often means playing patiently looking for an opportunity to land a normal attack through your opponent's faster pokes and fireballs. Even once the pressure is on, Onimaru's big sword attacks cannot generally deal more than 20 damage in a single turn. Combining these challenges, points towards Onimaru ultimately struggling to make big high-damage comebacks. He requires a methodical approach to set-up his offense, and then multiple successful combats to close out a game.

Moves

Normal Moves

A. Quick Low Attack
Yomi2 Onimaru A.png
Move Type Damage Block Damage Speed Combo Type Combo Points Attributes
Normal Attack 5 0 7 Can't Combo - Low, Lockdown. Gain the Edge on hit or block. Pump with any 1 card: +5 damage.
C. Light High Attack
Yomi2 Onimaru C.png
Move Type Damage Block Damage Speed Combo Type Combo Points Attributes
Normal Attack 10 0 4 Can't Combo 1 High, Lockdown. Gain the Edge on hit or block. Pump with any 1 card: +5 damage.
E. Medium Bash
Yomi2 Onimaru E.png
Move Type Damage Block Damage Speed Combo Type Combo Points Attributes
Normal Attack 10 0 3 Can't Combo 1 Armored, Lockdown. Gain the Edge on hit or block. Pump with any 1 card: +6 damage.
G. Heavy High Attack
Yomi2 Onimaru G.png
Move Type Damage Block Damage Speed Combo Type Combo Points Attributes
Normal Attack 10 0 2 Can't Combo - High, Lockdown. Gain the Edge on hit or block. Pump with any 1 card: +8 damage.
J. Power High Attack
Yomi2 Onimaru J.png
Move Type Damage Block Damage Speed Combo Type Combo Points Attributes
Normal Attack 10 0 1 Can't Combo - High, Lockdown. Gain the Edge on hit or block. Pump with any 1 card: +10 damage.
Low Block
Yomi2 Onimaru LB.png
Move Type Damage Block Damage Speed Combo Type Combo Points Attributes
Normal Block - - - - - On block: Draw a card. Recurring
High Block
Yomi2 Onimaru HB.png
Move Type Damage Block Damage Speed Combo Type Combo Points Attributes
Normal Block - - - - - On block: Draw a card. Recurring
Dodge
Yomi2 Onimaru DO.png
Move Type Damage Block Damage Speed Combo Type Combo Points Attributes
Normal Dodge - - - - - -
Throw
Yomi2 Onimaru Throw.png
Move Type Damage Block Damage Speed Combo Type Combo Points Attributes
Normal Throw 8 - 3 Can't Combo 2 Gain the Edge on hit. Pump with any 2 card(s): +4 damage/card.

Special Moves

X. Spirit Fire
Yomi2 Onimaru X.png
Move Type Damage Block Damage Speed Combo Type Combo Points Attributes
Special Attack 10 1 7 Can't Combo - Beats dodges. Pump with an X card: +10 damage.
Y. Rising Sword
Yomi2 Onimaru Y.png
Move Type Damage Block Damage Speed Combo Type Combo Points Attributes
Special Attack 10 2 12 Can't Combo - Unsafe on Block
Z. Divide and Conquer
Yomi2 Onimaru Z.png
Move Type Damage Block Damage Speed Combo Type Combo Points Attributes
Special Attack 8 3 6 Can't Combo - Armored, Knockdown. Pump with a Z card: +12 damage.

Super Moves

S1. Martial Law
Yomi2 Onimaru S1.png
Move Type Damage Block Damage Speed Combo Type Combo Points Attributes
Super Attack 15 2 8 Can't Combo 3 Spend all your super meter when you play this - Level 2: +7 Damage; Level 3: +14 damage and unblockable.
S2. Clockwork Soldiers
Yomi2 Onimaru S2.png
Move Type Damage Block Damage Speed Combo Type Combo Points Attributes
Super Attack 4 2 11 Can't Combo - If this doesn't get hit, it gets - Ongoing: When the opponent opens with an attack, they take 10 damage and can't combo or pump. When they open with a block, they take 4 block damage. Discard this from play: After two more combats.

Ability Card

Final Authority
Yomi2 Onimaru AB.png
Move Type Damage Block Damage Speed Combo Type Combo Points Attributes
Ability - - - - - Ongoing: When you open with an X, Y, or Z, it does +5 damage and beats all other strike attacks. Against other Final Authority attacks it ties and neither can pump or combo.

Combos

WIP. Complete later.

Strategy

WIP. Complete later.

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