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.
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Strengths |
Weaknesses
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- 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.
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- 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.
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Moves
Normal Moves
A. Quick Low Attack
|
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
|
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
|
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
|
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
|
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
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Normal Block
|
-
|
-
|
-
|
-
|
-
|
On block: Draw a card. Recurring
|
|
High Block
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Normal Block
|
-
|
-
|
-
|
-
|
-
|
On block: Draw a card. Recurring
|
|
Dodge
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Normal Dodge
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Throw
|
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
|
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
|
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
|
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
|
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
|
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
|
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.
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Combos
WIP. Complete later.
Strategy
WIP. Complete later.
Matchups
Geiger
|
Something about gears.
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