Midori (Yomi)
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[[File:Yomi Midori Char.png|right|alt=Yomi Midori character card|link=]] | [[File:Yomi Midori Char.png|right|alt=Yomi Midori character card|link=]] | ||
== Master Midori, Mentor Dragon == | == Master Midori, Mentor Dragon == | ||
+ | <div style="float:right; margin-left: 6px;">__TOC__</div> | ||
{{col|#C59423|Transform into a mighty green dragon!}} | {{col|#C59423|Transform into a mighty green dragon!}} | ||
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The blood of green dragons flows through Midori's body, and he can take the physical form of a dragon for short times when his focus is strongest. His personal fighting style is defensive and solid, but his dragon form allows for powerful offense as well. | The blood of green dragons flows through Midori's body, and he can take the physical form of a dragon for short times when his focus is strongest. His personal fighting style is defensive and solid, but his dragon form allows for powerful offense as well. | ||
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<br style="clear: both" /> | <br style="clear: both" /> | ||
== Card images == | == Card images == | ||
− | [[File:Yomi Midori 2.png|alt=Yomi Midori 2| | + | [[File:Yomi Midori 2.png|alt=Yomi Midori 2|279px|link=]] |
− | [[File:Yomi Midori 3.png|alt=Yomi Midori 3| | + | [[File:Yomi Midori 3.png|alt=Yomi Midori 3|279px|link=]] |
− | [[File:Yomi Midori 4.png|alt=Yomi Midori 4| | + | [[File:Yomi Midori 4.png|alt=Yomi Midori 4|279px|link=]] |
<br> | <br> | ||
− | [[File:Yomi Midori 5.png|alt=Yomi Midori 5| | + | [[File:Yomi Midori 5.png|alt=Yomi Midori 5|279px|link=]] |
− | [[File:Yomi Midori 6.png|alt=Yomi Midori 6| | + | [[File:Yomi Midori 6.png|alt=Yomi Midori 6|279px|link=]] |
− | [[File:Yomi Midori 7.png|alt=Yomi Midori 7| | + | [[File:Yomi Midori 7.png|alt=Yomi Midori 7|279px|link=]] |
<br> | <br> | ||
− | [[File:Yomi Midori 8.png|alt=Yomi Midori 8| | + | [[File:Yomi Midori 8.png|alt=Yomi Midori 8|279px|link=]] |
− | [[File:Yomi Midori 9.png|alt=Yomi Midori 9| | + | [[File:Yomi Midori 9.png|alt=Yomi Midori 9|279px|link=]] |
− | [[File:Yomi Midori 10.png|alt=Yomi Midori 10| | + | [[File:Yomi Midori 10.png|alt=Yomi Midori 10|279px|link=]] |
<br> | <br> | ||
− | [[File:Yomi Midori J.png|alt=Yomi Midori J| | + | [[File:Yomi Midori J.png|alt=Yomi Midori J|279px|link=]] |
− | [[File:Yomi Midori Q.png|alt=Yomi Midori Q| | + | [[File:Yomi Midori Q.png|alt=Yomi Midori Q|279px|link=]] |
− | [[File:Yomi Midori K.png|alt=Yomi Midori K| | + | [[File:Yomi Midori K.png|alt=Yomi Midori K|279px|link=]] |
<br> | <br> | ||
− | [[File:Yomi Midori A.png|alt=Yomi Midori A| | + | [[File:Yomi Midori A.png|alt=Yomi Midori A|279px|link=]] |
− | [[File:Yomi Midori Joker.png|alt=Yomi Midori Joker| | + | [[File:Yomi Midori Joker.png|alt=Yomi Midori Joker|279px|link=]] |
− | [[File:CBMidori.png|alt=Yomi Midori Character Card| | + | [[File:CBMidori.png|alt=Yomi Midori Character Card|279px|link=]] |
+ | |||
+ | |||
+ | |||
+ | == Deck (text) == | ||
+ | |||
+ | '''Life:''' 90 | ||
+ | |||
+ | '''Max Combo:''' 3 | ||
+ | |||
+ | '''Innate:'''<br> | ||
+ | '''Aspect of the Dragon:''' Your Dragon attacks cannot be dodged. Whenever you block an attack or Joker while in Dragon Form, you may return a non-Joker card from your discard pile to your hand instead of drawing a card. ''(You can only play Dragon moves while in Dragon Form.)'' | ||
+ | |||
+ | '''Defense Mastery:''' Opponents don't draw when you block their normal attacks. | ||
+ | |||
+ | |||
+ | |||
+ | '''Normal attacks:''' x damage, Speed x.2 | ||
+ | |||
+ | '''Normal throws:''' 8 damage, Speed x.8, 2 CP Starter, Knocks down | ||
+ | |||
+ | |||
+ | '''2:''' Block // Throw (KD) 8 dmg, speed 2.8, 2 CP Starter // *Dragon Form<br> | ||
+ | Dragon Form: [Draw Phase] Ongoing. You can play Dragon moves. Discard this if you get thrown or if you combat-reveal a non-Dragon attack/throw. | ||
+ | |||
+ | '''3:''' Block // Throw (KD) 8 dmg, speed 3.8, 2 CP Starter | ||
+ | |||
+ | '''4:''' Attack 4 dmg, speed 4.2, 1 CP normal // Throw (KD) 8 dmg, speed 4.8, 2 CP Starter | ||
+ | |||
+ | '''5:''' Attack 5 dmg, speed 5.2, 1 CP normal // Throw (KD) 8 dmg, speed 5.8, 2 CP Starter | ||
+ | |||
+ | '''6:''' Attack 6 dmg, speed 6.2, 1 CP normal // Block | ||
+ | |||
+ | '''7:''' Attack 7 dmg, speed 7.2, 1 CP normal // Block | ||
+ | |||
+ | '''8:''' Attack 8 dmg, speed 8.2, 1 CP normal // Block | ||
+ | |||
+ | '''9:''' Dodge // Throw (KD) 8 dmg, speed 9.8, 2 CP Starter | ||
+ | |||
+ | '''10:''' Dodge // Throw (KD) 8 dmg, speed 10.8, 2 CP Starter // *Glimpse of the Dragon<br> | ||
+ | Glimpse of the Dragon: [Combat Reveal] If you combat-revealed a face card while not in Dragon Form, rotate it 180 degrees to do the Dragon version of your move. ''(Aces aren't face cards.)'' | ||
+ | |||
+ | '''Jack:''' Whirlwind: Attack 8+8 (+J) (2) dmg, speed 2.4, 1 CP Ender // Toxic Breath: Attack 9 (2) dmg, speed 2.4, 1 CP Starter | ||
+ | |||
+ | '''Queen:''' Rising Mountain: Attack 10 (1) dmg, speed 1.2, 2 CP Ender // Dragon Mountain: Attack 14 (2) dmg, speed 0.6, 2 CP Linker | ||
+ | |||
+ | '''King:''' Rushing River: Throw 12 dmg, speed 4.4, Can't Combo // Talon Swoop: Throw 17 dmg, speed 1.8, Can't Combo | ||
+ | |||
+ | '''Ace:''' Wrath of Earth: Attack 20 (2) dmg, speed 1.2, 2 CP Ender AA // Final Dragon Buster: Throw 20+16 (AA+A+A) dmg, speed 0.0, Can't Combo AA | ||
+ | |||
+ | |||
+ | ==FAQ== | ||
+ | |||
+ | Q: What are "normal dodges"? | ||
+ | |||
+ | A: Normal dodges are not named. DeGrey's Ghost Riposte (Ace), Lum's Blackjack (Ace), and Quince's Dodge the Question (Jack) and Evasive Answer (King) are not normal dodges, and they can all dodge your dragon attacks. | ||
+ | |||
+ | |||
+ | Q: What happens if I am in Dragon Form and my opponent tries to dodge my attack? | ||
+ | |||
+ | A: They get hit and discard their dodge card. | ||
+ | |||
+ | |||
+ | Q: Does playing a dodge, block, or Joker (Gold Burst) end Dragon Form? | ||
+ | |||
+ | A: No. Only playing a non-Dragon throw or a non-Dragon attack as your combat card, or getting thrown will end Dragon Form. | ||
+ | |||
+ | |||
+ | Q: Can opponents use their counters to stop my Dragon Form? | ||
+ | |||
+ | A: Yes if they counter it right away as you play your Dragon Form card. Counters only work against abilities as they are played though, so they cannot counter your Dragon Form once it's active. | ||
== Strategy == | == Strategy == | ||
− | + | ''Note: This strategy guide was written for 1st Edition. Some content may be outdated.'' | |
===Humanform=== | ===Humanform=== | ||
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This matchup is slightly in Midori's favor. | This matchup is slightly in Midori's favor. | ||
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− | See also: [[Midori (PS)]] | + | See also: [[Midori (PS)]], [[Midori (FD)]] |
Latest revision as of 02:29, 29 April 2014

Master Midori, Mentor Dragon
Contents |
Transform into a mighty green dragon!
Master Midori believes in honor above all else, and instills respect and ethics in his students, as well as physical training. His master before him taught techniques too deadly to be used, and Midori saw first-hand how that power warped his now-exiled brother. Midori protects his students from such taboo knowledge.
The blood of green dragons flows through Midori's body, and he can take the physical form of a dragon for short times when his focus is strongest. His personal fighting style is defensive and solid, but his dragon form allows for powerful offense as well.
Card images
Deck (text)
Life: 90
Max Combo: 3
Innate:
Aspect of the Dragon: Your Dragon attacks cannot be dodged. Whenever you block an attack or Joker while in Dragon Form, you may return a non-Joker card from your discard pile to your hand instead of drawing a card. (You can only play Dragon moves while in Dragon Form.)
Defense Mastery: Opponents don't draw when you block their normal attacks.
Normal attacks: x damage, Speed x.2
Normal throws: 8 damage, Speed x.8, 2 CP Starter, Knocks down
2: Block // Throw (KD) 8 dmg, speed 2.8, 2 CP Starter // *Dragon Form
Dragon Form: [Draw Phase] Ongoing. You can play Dragon moves. Discard this if you get thrown or if you combat-reveal a non-Dragon attack/throw.
3: Block // Throw (KD) 8 dmg, speed 3.8, 2 CP Starter
4: Attack 4 dmg, speed 4.2, 1 CP normal // Throw (KD) 8 dmg, speed 4.8, 2 CP Starter
5: Attack 5 dmg, speed 5.2, 1 CP normal // Throw (KD) 8 dmg, speed 5.8, 2 CP Starter
6: Attack 6 dmg, speed 6.2, 1 CP normal // Block
7: Attack 7 dmg, speed 7.2, 1 CP normal // Block
8: Attack 8 dmg, speed 8.2, 1 CP normal // Block
9: Dodge // Throw (KD) 8 dmg, speed 9.8, 2 CP Starter
10: Dodge // Throw (KD) 8 dmg, speed 10.8, 2 CP Starter // *Glimpse of the Dragon
Glimpse of the Dragon: [Combat Reveal] If you combat-revealed a face card while not in Dragon Form, rotate it 180 degrees to do the Dragon version of your move. (Aces aren't face cards.)
Jack: Whirlwind: Attack 8+8 (+J) (2) dmg, speed 2.4, 1 CP Ender // Toxic Breath: Attack 9 (2) dmg, speed 2.4, 1 CP Starter
Queen: Rising Mountain: Attack 10 (1) dmg, speed 1.2, 2 CP Ender // Dragon Mountain: Attack 14 (2) dmg, speed 0.6, 2 CP Linker
King: Rushing River: Throw 12 dmg, speed 4.4, Can't Combo // Talon Swoop: Throw 17 dmg, speed 1.8, Can't Combo
Ace: Wrath of Earth: Attack 20 (2) dmg, speed 1.2, 2 CP Ender AA // Final Dragon Buster: Throw 20+16 (AA+A+A) dmg, speed 0.0, Can't Combo AA
FAQ
Q: What are "normal dodges"?
A: Normal dodges are not named. DeGrey's Ghost Riposte (Ace), Lum's Blackjack (Ace), and Quince's Dodge the Question (Jack) and Evasive Answer (King) are not normal dodges, and they can all dodge your dragon attacks.
Q: What happens if I am in Dragon Form and my opponent tries to dodge my attack?
A: They get hit and discard their dodge card.
Q: Does playing a dodge, block, or Joker (Gold Burst) end Dragon Form?
A: No. Only playing a non-Dragon throw or a non-Dragon attack as your combat card, or getting thrown will end Dragon Form.
Q: Can opponents use their counters to stop my Dragon Form?
A: Yes if they counter it right away as you play your Dragon Form card. Counters only work against abilities as they are played though, so they cannot counter your Dragon Form once it's active.
Strategy
Note: This strategy guide was written for 1st Edition. Some content may be outdated.
Humanform
Midori is a block and throw-oriented character with two "modes": humanform and dragonform. His fast, efficient, normal
Midori 3

Midori 4

Midori 7

Midori 8

Midori J

Midori J

Midori Q
Throwloop
Because he has fast throws, when facing opponents other than Midori or Rook, Midori can do a throwloop when his opponent is low on hand cards. The idea is that as long as you keep throwing in combat, your opponent has no way of building their hand back up, and must attack every turn to avoid getting thrown. The smaller your opponent's hand is, the less threatening their attacks are, and the more likely they are to block, so throwing when they are low on cards is low-risk, high-reward. You usually start a throwloop right after eating a big combo, when your opponent just spent a lot of attacks and is low on cards (and especially attacks!).
During a throwloop, you might run out of your usual throw cards (3
Midori 3

Midori 4

Midori 5

Midori K

Midori 9

Midori 10

Midori 2

Glimpsing
During humanform, Midori can use Glimpse of the Dragon (10*)
Midori 10

Midori J

Midori Q

Midori K

Midori J

Midori K

Rook 3

Midori 3

Midori 2

Midori Q

Midori 8

Midori J

Midori Q

Dragonform
Once he has built up a good enough hand, with enough J, Q, K and/or A cards, Midori can use Dragon Form (2*). Dragon Form lets you use the powerful dragon moves: Toxic Breath (J)
Midori J

Midori Q

Midori K

Midori A

Setsuki K

Rook Q
Keep in mind that you can only beat opponent attacks faster than 0.6 by using dodges, not by using dragon moves, so always make sure to keep track of your opponent's fastest attacks.
Defense
Since the payoff for dodging an opponent's attack is much better during dragonform (dodge -> Talon Swoop (K)
Midori K

Midori A
- When in humanform, prefer using block. In general, it's best to block a lot in the early game, where you don't have your good card combinations yet (ability cards + JQKA, normal throws + high normals), then block less as the game goes on. In rare occasions, on a strong attack read, you can dodge into a normal throw.
- When in dragonform, prefer using dodge. As a dodge follow-up, try first to dodge into a fully pumped or mid-pumped Final Dragon Buster
Midori A

Midori K

Midori J
Knockdown
Midori struggles a lot against knockdown. When Midori is knocked down, his lack of fast attacks means that he's very vulnerable to mixup normals. You might need to burn one of your fast attacks (Q
Midori Q

Midori A

Midori J

Midori 10

Midori Char

Midori 3

Midori 8
Card Analysis

Midori 2
Throw / Block / Dragon Form*
You will practically always use this card for its powerful ability, Dragon Form. You might use it to throw against Rook, if you have multiple 2s, since the 2-throw's speed actually matters in that matchup, and Rook is especially strong against Dragon Form. You would be fairly desperate to use a 2 to block, though.

Midori 3
Throw / Block
This is your least valuable card with a block on it. You will block a lot using this card, and occasionally throw with it. It's often okay to powerup with this.

Midori 4
Attack / Throw
You will almost exclusively use this card for its throw. A 4-attack is neither good as a combat card nor efficient as a combo ender. It's often okay to powerup with this.

Midori 5
Attack / Throw
You will mostly use this card for its throw. A 5-attack is neither good as a combat card nor that efficient as a combo ender. It's often okay to powerup with this.

Midori 6
Attack / Block
This is your second least valuable card with a block on it, so you'll block a fair amount with this card. It's a decent combo ender. It's sometimes okay to powerup with this.

Midori 7
Attack / Block
You will mostly use this card as a combo ender (after a normal throw, Toxic Breath (J), or Dragon Mountain (Q)). Sometimes, you'll block with it.

Midori 8
Attack / Block
You will mostly use this card as an excellent combo ender (after a normal throw, Toxic Breath (J), or Dragon Mountain (Q)). Sometimes, you'll block with it.

Midori 9
Throw / Dodge
This is your only dodge card without an ability on it, so treat it as a dedicated dodge card. Only in the most extreme of circumstances should you try to throw with this.

Midori 10
Throw / Dodge / Glimpse of the Dragon*
If you have few ability cards (2
Midori 2

Midori Q

Midori J
Attack
Whirlwind (J, humanform) is a superb combo ender when pumped (16 damage, 1 cp). When you have two Js or more in hand, it's usually best to use them as a combo ender (as pumped Whirlwind, J+J). It's a good idea to use pumped Whirlwind to end any combo when you can, even while in dragonform. Whirlwind is rarely used as a combat card, though, since its dragon counterpart is much better for that role.
When you land a Toxic Breath (J, dragonform), you can combo into either two high
Midori 7

Midori 8

Midori A

Midori A

Midori Q
Attack
Rising Mountain (Q, humanform) is one of Midori's very few fast attacks, and at speed 1.2, it's very unimpressive as that. In emergencies, you might use this as your combat card (to get out of knockdown, for instance), but it's generally better to save your queens for their incredible dragon side, Dragon Mountain.
Dragon Mountain (Q, dragonform) is technically a Linker, but just consider it as a Starter - you will never, ever combo into a Dragon Mountain. It's a much better combat card than your normals and than Toxic Breath (J, dragonform)
Midori J

Midori 8

Midori J

Midori K
Throw
Talon Swoop (K, dragonform), at 17 damage, is the most damage-efficient card in the game, outside of some Lum Blackjack
Lum A

DeGrey Q

DeGrey Char
On the other hand, Rushing River (K, humanform), at 12 damage, deals less damage than most normal throw combos. This means that using Rushing River is somewhat of a desperation move, and you generally want to save your Kings for dragonform.

Midori A
Attack / Throw
A fully pumped Final Dragon Buster (AA+A+A, throw) is the most damaging move in the game, but it's pretty hard to land. You must have Dragon Form to use it (Glimpse
Midori 10
Playing it as a combat card has the advantage that, by itself, it beats everything except attacks and jokers, and that if you land it, your opponent can only combo escape part of the damage (20 damage guaranteed). However, it obviously loses to attacks, and if you guess wrong, you lose two aces right away.
Dodging into Final Dragon Buster has the obvious advantage that it beats all attacks and jokers. Combined with the option of playing Final Dragon Buster by itself, this means that the opponent has no safe option out of Final Dragon Buster. Dodging into it also has the advantage that you get to keep all your aces on a wrong guess. However, you can lose dragonform on a wrong guess, so it's somewhat risky to dodge early in dragonform (when you still have many dragon moves available). It also leaves the entire damage vulnerable to combo escapes.
Final Dragon Buster is powerful, but pretty hard to land, so you'll often use Wrath of Earth (AA, humanform attack) instead. You'll often find that you use Wrath of Earth when you have exactly two aces, but save for Final Dragon Buster when you have 3 or 4. You can use it:
- As a combo ender after Toxic Breath (J, dragonform)
Midori J - As a combo ender after a normal attack
Midori 6 - As your combat option (humanform, one of your only fast attacks). This is especially useful in the late game.

Midori Joker

Midori A
Matchups
Midori vs Grave
The biggest threat to be aware of, in this matchup, is Grave's True Power of Storms (AAA attack)
Grave A
Since his True Power of Storms needs three aces, your best time to pressure Grave with throws is at the start of the game, and whenever you see at least two aces in his discard.
His Lightning Cloud (J attack)
Grave J

Midori Q

Midori A

Midori J
This matchup is slightly in Grave's favor, but keeping a good early throw-based pressure and using dodges wisely should let you win.
Midori vs Jaina
Jaina will use her Dragonheart (Q)
Jaina Q

Jaina J

Jaina 10

Jaina Q

Jaina J

Midori 6

Midori A
This matchup is in Jaina's favor.
Midori vs Midori
Since Midori likes to block and throw, this matchup, alongside Rook, is one of the rare ones where you'll be using your normal attacks in combat. The 3-throw
Midori 3

Midori 2

Midori A
Unlike practically every other matchup, dodges are worth very little, and you won't spend much time blocking at all, except maybe against a dragonform opponent.
Midori vs Setsuki
Throw, throw, throw: that's what you'll be doing for a lot of this matchup. Even your fastest attacks will tend to lose cleanly to Setsuki's attacks, and even her fastest throws will lose cleanly to yours. Simply keep your mixup between block/dodge and throw, and you should do fine. Keep in mind that Setsuki wants to empty her hand, so she's more likely to open with a throw if she has a medium-big hand (about 7 cards), and more likely to attack if she can't possibly empty her hand (big hand). Small-hand Setsuki is harder to read, but is unlikely to still have a Ninpo Flash (Q attack, speed 0.0)
Setsuki Q

Midori A

Midori Q

Midori J

Midori A

Setsuki K
Because of her innate, Setsuki is extremely unlikely to choose to not complete a combo, so combo escapes will practically always be useful (more than gold bursts).
This matchup is in Midori's favor.
Midori vs Rook
As against Midori, you'll find yourself using a surprisingly big amount of normal attacks in this matchup, since your throws aren't nearly as powerful and since Rook likes to throw a lot himself (and has slow normals too).
The biggest thing to note is that dragonform is actually very weak against Rook.
- He has no dodges to disable,
- his two special blocks (Stone Wall
Rook 5
Rook 3 - he can Rock Armor
Rook Char - or outspeed your J
Midori J
Rook A - he can outspeed your Talon Swoop (K, dragonform)
Midori K
Rook 2 - and he can force you out of dragonform by comboing into Rolling Stone (Q throw)
Rook Q
This means that you'll spend most of your time in humanform, and instead of building up a hand that can use dragonform, you'll mostly be rushing him down with normal throws and normal attacks. Even playing humanform J and Q in combat can be reasonable options, if you really need to keep up the pressure.
Generally, the only thing worth combo-escaping will be Rock Armored
Rook Char

Midori A
This matchup is strongly in Rook's favor.
Midori vs DeGrey
This guy likes to dodge, and sometimes throw. He can't really dodge against you, and your throws outspeed his easily. He is the perfect target for throwloops, since he'll often willingly dump his hand early on, to get the most from his innate, Moral High Ground
DeGrey Char
This matchup is strongly in Midori's favor.
Midori vs Valerie
This matchup is pretty much as vanilla standard as you can get, with no notable interactions between the two characters' abilities, with the caveat that Valerie's damage mostly comes from big combos, so keeping your jokers for combo escapes is reasonable. Stick to your usual strategies.
This matchup is even.
Midori vs Geiger
Geiger's innate
Geiger Char

Midori Q

Midori A

Midori J

Geiger J

Geiger Q

Geiger A

Geiger K

Geiger 4

Geiger Char
This matchup is strongly in Geiger's favor.
Midori vs Lum
This matchup will be a long one. Lum has excellent face
Lum J

Lum Q

Lum K

Lum 6

Lum Q

Midori Q

Midori Q

Midori 2

Midori 10

Midori A
This matchup is in Lum's favor.
Midori vs Argagarg
Argagarg likes to block with Bubble Shield (Ace block)
Argagarg A

Argagarg Char

Argagarg J

Argagarg Q

Argagarg K

Argagarg A

Midori A
This matchup is slightly in Midori's favor.
See also: Midori (PS), Midori (FD)