|vajp=[https://en.wikipedia.org/wiki/Jun_Fukuyama Jun Fukyama]
|vaeng=Aaron Spann
}}
}}
= Overview =
Onion Knight is a close-range character with great movement, fast melee bravery attacks and a few ranged attacks to punish careless defensive play. One of his character defining traits is the abundance of HP links - All of Onion Knight's bravery attacks can branch out into an HP attack. With lightning fast melee braveries, this makes HP damage output consistent and enables burst damage with [[Customisation_Guide_for_Online_Battles_(Dissidia_012)#Damage_(high_base_bravery)|'''high base bravery builds''']], whenever assist is available.
Onion Knight is an agile character all around, with some of the fastest dash ''and'' run speeds in the game. It's a great asset when playing either offensively or defensively. He can pursue retreating characters such as {{012kef}} and [[Dodge_(Dissidia_012)#Dodge_punishment|'''punish them for air dodging''']]. [[EX_(Dissidia_012)#EX_Core|'''EX Cores''']] are no problem either, which Onion Knight can consistently hunt down to deny valuable EX for his opponent. High calibre running speed also helps Onion Knight avoid attacks by simply running, which can complicate matters even for characters with good tracking such as {{012fir}} and {{012squ}}. To top it all off, his fall speed ratio after a dodge makes him difficult to hit after an air dodge.
Both EX and Assist build styles work well, with assist pulling ahead in overall consistency and damage output thanks to high base bravery and Side by Side. EX generation, while good, often falls behind in comparison to HP damage as it is backloaded into HP attacks and magic bravery enders. On the flipside, his above average base defense at 111 also lets him invest into base bravery and HP with less risk.
These are all great qualities, but they're not without caveats. While Onion Knight's melee braveries are unreactable on startup and stay active for a good moment, they make him vulnerable to whiff punishes, moreso against attacks with higher priority or tracking. His ranged projectiles are too slow for occupying space and are better suited as punishers instead. Generating assist meter safely with whiffs is also difficult due to prolonged attacks or telegraphed low priority projectiles. And with his stationary attack motions and only fast Melee High attack being on the ground, Onion Knight struggles against lingering high priority projectiles and traps. Characters like {{012ulti}} and {{012emp}} can consistently skew Onion Knight's risk-reward ratio in their favor, as he has very few ways to bypass such projectiles safely once they're out.
Historically Onion Knight has been ranked as high tier or mid tier in competitive play. His straightforward gameplan, ease of use and consistency make him a comfortable pick at many levels of play. Meter generation is largely geared towards [[Dash_feint|'''spot dashing''']], HP hits and EX Cores, but sustaining resources is much easier. While he performs a lot better with assist, investing into EX is still a viable strategy if it's required. Although his utility and gameplay diversity fall a bit short, Onion Knight is more than capable of standing toe to toe with much of the cast, such as {{012wol}}, {{012bez}} and {{012zid}}.
{{ProConTable
{{ProConTable
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*'''Relatively low bravery damage output''' - While EX Mode increases damage multipliers, lowest base attack stat and reliance on HP links often compromise Onion Knight's bravery damage potential throughout the match.
*'''Relatively low bravery damage output''' - While EX Mode increases damage multipliers, lowest base attack stat and reliance on HP links often compromise Onion Knight's bravery damage potential throughout the match.
}}
}}
= Overview =
Onion Knight is a close-range character with great movement, fast melee bravery attacks and a few ranged attacks to punish careless defensive play. One of his character defining traits is the abundance of HP links - All of Onion Knight's bravery attacks can branch out into an HP attack. With lightning fast melee braveries, this makes HP damage output consistent and enables burst damage with [[Customisation_Guide_for_Online_Battles_(Dissidia_012)#Damage_(high_base_bravery)|'''high base bravery builds''']], whenever assist is available.
Onion Knight is an agile character all around, with some of the fastest dash ''and'' run speeds in the game. It's a great asset when playing either offensively or defensively. He can pursue retreating characters such as {{012kef}} and punish them for air dodging. [[EX_(Dissidia_012)#EX_Core|'''EX Cores''']] are no problem either, which Onion Knight can consistently hunt down to deny valuable EX for his opponent. High calibre running speed also helps Onion Knight avoid attacks by simply running, which can complicate matters even for characters with good tracking such as {{012fir}} and {{012squ}}. To top it all off, his fall speed ratio after a dodge makes him difficult to hit after an air dodge.
Both EX and Assist build styles work well, with assist pulling ahead in overall consistency and damage output thanks to high base bravery and Side by Side. EX generation, while good, often falls behind in comparison to HP damage as it is backloaded into HP attacks and magic bravery enders. On the flipside, his above average base defense at 111 also lets him invest into base bravery and HP with less risk.
These are all great qualities, but they're not without caveats. While Onion Knight's melee braveries are unreactable on startup and stay active for a good moment, they make him vulnerable to whiff punishes, moreso against attacks with higher priority or tracking. His ranged projectiles are too slow for occupying space and are better suited as punishers instead. Generating assist meter safely with whiffs is also difficult due to prolonged attacks or telegraphed low priority projectiles. And with his stationary attack motions and only fast Melee High attack being on the ground, Onion Knight struggles against lingering high priority projectiles and traps. Characters like {{012ulti}} and {{012emp}} can consistently skew Onion Knight's risk-reward ratio in their favor, as he has very few ways to bypass such projectiles safely once they're out.
Historically Onion Knight has been ranked as high tier or mid tier in competitive play. His straightforward gameplan, ease of use and consistency make him a comfortable pick at many levels of play. Meter generation is largely geared towards [[Dash_feint|'''spot dashing''']], HP hits and EX Cores, but sustaining resources is much easier. While he performs a lot better with assist, investing into EX is still a viable strategy if it's required. Although his utility and gameplay diversity fall a bit short, Onion Knight is more than capable of standing toe to toe with much of the cast, such as {{012wol}}, {{012bez}} and {{012zid}}.
''Throw the ninja's strongest weapon - the shuriken. Find and select "Shuriken" from the menu that displays.''
''Throw the ninja's strongest weapon - the shuriken. Find and select "Shuriken" from the menu that displays.''
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|type=Magical
|type=Magical
}}
}}
= Combos =
== Solo ==
== Assist ==
= Builds =
= Builds =
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</tabber>
</tabber>
= Assist =
== Assist ==
== Onion Knight's assist data ==
=== Onion Knight Assist Data ===
{{012Assist
{{012Assist
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== Assists ==
=== Onion Knight Assist Overview ===
Onion is one of the stronger assists in competitive play. He is not strictly stronger than Kuja or Jecht assist, but his utility in other areas stand out.
'''Blizzard''' is a ranged priority combo attack that won't get staggered from LV2 Assist Change. It's good for ground wall rush combos and interrupting grounded opponents from a distance. The slow {{keyword|startup|startup=1}} makes it very difficult to use as a dodge punisher though.
'''Turbo-Hit''' is a fast melee priority combo attack, which pushes opponents towards a wall. It holds opponents long enough for combo fillers at ceilings and corners. This move can also be used in Chase {{keyword|conversions|conversion=1}}; Connect the first part, then chase and have Onion Knight pursue the opponent for a follow-up. The main issue here is the reliance on wall rush. Onion Knight depends on reaching the wall once he is following the opponent, but his wall rush knockback is not very strong. And of course, if Onion Knight misses this move, he is very vulnerable to getting Assist Locked.
'''Blade Torrent''' is one of the few ground HP assists that can cover all four major ground dodge angles somewhat reliably. It can be used to close out matches with a proper {{keyword|read|read=1}}.
'''Comet''' is quite good for {{keyword|checkmates|checkmates=1}}. It has long duration, long range, high hit count and Ranged priority, which is immune to LV2 Assist Change staggers. Onion Knight will also move towards opponent, which is good for setting up checkmates with Chase.
=== Synergies ===
Onion Knight works well with most tournament viable assists.
Onion Knight works well with most tournament viable assists.
Onion Knight is a close-range character with great movement, fast melee bravery attacks and a few ranged attacks to punish careless defensive play. One of his character defining traits is the abundance of HP links - All of Onion Knight's bravery attacks can branch out into an HP attack. With lightning fast melee braveries, this makes HP damage output consistent and enables burst damage with high base bravery builds, whenever assist is available.
Onion Knight is an agile character all around, with some of the fastest dash and run speeds in the game. It's a great asset when playing either offensively or defensively. He can pursue retreating characters such as Kefka and punish them for air dodging. EX Cores are no problem either, which Onion Knight can consistently hunt down to deny valuable EX for his opponent. High calibre running speed also helps Onion Knight avoid attacks by simply running, which can complicate matters even for characters with good tracking such as Firion and Squall. To top it all off, his fall speed ratio after a dodge makes him difficult to hit after an air dodge.
Both EX and Assist build styles work well, with assist pulling ahead in overall consistency and damage output thanks to high base bravery and Side by Side. EX generation, while good, often falls behind in comparison to HP damage as it is backloaded into HP attacks and magic bravery enders. On the flipside, his above average base defense at 111 also lets him invest into base bravery and HP with less risk.
These are all great qualities, but they're not without caveats. While Onion Knight's melee braveries are unreactable on startup and stay active for a good moment, they make him vulnerable to whiff punishes, moreso against attacks with higher priority or tracking. His ranged projectiles are too slow for occupying space and are better suited as punishers instead. Generating assist meter safely with whiffs is also difficult due to prolonged attacks or telegraphed low priority projectiles. And with his stationary attack motions and only fast Melee High attack being on the ground, Onion Knight struggles against lingering high priority projectiles and traps. Characters like Ultimecia and The Emperor can consistently skew Onion Knight's risk-reward ratio in their favor, as he has very few ways to bypass such projectiles safely once they're out.
Historically Onion Knight has been ranked as high tier or mid tier in competitive play. His straightforward gameplan, ease of use and consistency make him a comfortable pick at many levels of play. Meter generation is largely geared towards spot dashing, HP hits and EX Cores, but sustaining resources is much easier. While he performs a lot better with assist, investing into EX is still a viable strategy if it's required. Although his utility and gameplay diversity fall a bit short, Onion Knight is more than capable of standing toe to toe with much of the cast, such as Warrior of Light, Golbez and Zidane.
Strengths
Weaknesses
Threatening close-range combat - All braveries, including his lightning fast melee bravery attacks can be linked into an HP attack for consistent damage output.
Side by Side - As a dedicated HP linker, Onion Knight benefits greatly from the accessory's assist meter gain and increases consistency for high base bravery damage builds.
Movement - Fast running speed, very high dash speed and quick to fall after an air dodge allow Onion Knight to approach, punish dodges, grab EX Cores and evade attacks with relative ease.
Whiff punishment - All bravery attacks are suitable for punishing missed attacks at different ranges.
Relatively safe HP links - Even when escaped with Assist Change with Precision Evasion ability equipped, Onion Knight can be difficult to punish.
Safe assist gauge decay reset - With Strength Booster and Magic Booster braveries, Onion Knight can sustain assist meter without putting himself at great risk.
EX Mode bravery damage - Damage multipliers are greatly increased across the board, allowing Onion Knight to shred through bravery.
High commitment whiffs - Whiffed melee braveries have high duration and thus make Onion Knight vulnerable to whiff punishment
Assist meter generation on whiff - Outside of the Side by Side influx, EXP to Assist and EXP accessories, Onion Knight can struggle to build assist meter with whiffs and dashes to offset setbacks in meter economy.
Ranged combat - Ranged Low braveries and Ranged High HP attacks are ill-fit for occupying screen safely, on top of being vulnerable to whiff punishment from assists.
Lacks utility against traps - Because the only fast Melee HP is ground exclusive and air HP projectiles are slow to start, lingering projectiles and traps such as Garland's Cyclone and The Emperor's Flare and Thunder Crest can prove very difficult for Onion Knight to break through without risk.
Relatively low bravery damage output - While EX Mode increases damage multipliers, lowest base attack stat and reliance on HP links often compromise Onion Knight's bravery damage potential throughout the match.
Bravery Attacks
Ground
Most bravery attacks have separate, higher damage multipliers during EX mode. These multipliers are highlighted in bold.
indicates a "Gear" extra ability or the use of CP / Equipment glitch. The total CP cost will assume the glitch is done.
Equip Master Protector extra ability.
Assist
Onion Knight Assist Data
Type
Attack
Startup
Position
Spawn
Damage multiplier
Effects
BRV
Blizzard
35F
Ground
Opponent
4 x 3, 7, 7, 18 (44)
Chase
BRV
Turbo-Hit
13F
Air
Opponent
1 x 7, 2, 3 x 7, 10 (40)
Wall Rush
HP
Blade Torrent
41F
Ground
Opponent
1 x 15
Wall Rush
HP
Comet
81F
Air
Opponent
1 x 15
Chase
Onion Knight Assist Overview
Onion is one of the stronger assists in competitive play. He is not strictly stronger than Kuja or Jecht assist, but his utility in other areas stand out.
Blizzard is a ranged priority combo attack that won't get staggered from LV2 Assist Change. It's good for ground wall rush combos and interrupting grounded opponents from a distance. The slow startup makes it very difficult to use as a dodge punisher though.
Turbo-Hit is a fast melee priority combo attack, which pushes opponents towards a wall. It holds opponents long enough for combo fillers at ceilings and corners. This move can also be used in Chase conversions; Connect the first part, then chase and have Onion Knight pursue the opponent for a follow-up. The main issue here is the reliance on wall rush. Onion Knight depends on reaching the wall once he is following the opponent, but his wall rush knockback is not very strong. And of course, if Onion Knight misses this move, he is very vulnerable to getting Assist Locked.
Blade Torrent is one of the few ground HP assists that can cover all four major ground dodge angles somewhat reliably. It can be used to close out matches with a proper read.
Comet is quite good for checkmates. It has long duration, long range, high hit count and Ranged priority, which is immune to LV2 Assist Change staggers. Onion Knight will also move towards opponent, which is good for setting up checkmates with Chase.
Synergies
Onion Knight works well with most tournament viable assists.