OMORI

> *-‘'*
>
> *Madotsuki’s description*

***OMORI*** is a playable character in ‘’IndieVisible’’, being the sole representative of the eponymous OMORI series. In ‘’IndiVisible’’, OMORI uses the various attacks and skills he used in the game, both as a party member and as a boss.

## Playstyle

OMORI is fairly notable when it comes to adaptability, as many parts of his moveset can be used in a variety of situations. While many of his tilts and light aerials are quick to come out and are good for combos, his strong attacks can be exceptionally powerful, KOing fairly quickly, somewhat hindered by their slow nature.

OMORI’s most notable trait is a mechanic exclusive to him known as EMOTIONS. Near OMORI’S HUD icon is a small box that signifies what emotion OMORI is feeling throughout the battle. Emotions give OMORI various stat buffs and debuffs, as well as giving certain attacks additional properties. All emotions, save for NEUTRAL, last 15 seconds, and can be canceled quicker by switching to another emotion. At the start of every match is NEUTRAL, acting as the default emotion. This gives no buffs or debuffs to OMORI, and thus is the most consistent emotion.

The emotion HAPPY is gained by OMORI when he is in the lead in the battle, either by having a lead in stocks or points or by using powerful combos or attacks on opponents. When HAPPY, OMORI is much faster both on the ground and in the air, and all lag on his attacks is slightly reduced, making it easier to combo with him. The main drawback of this emotion is that OMORI deals less damage with his attacks.

The SAD emotion occurs when OMORI is at a heavy disadvantage, mainly via strong, heavy attacks instead of fast combos. When SAD, OMORI is much heavier, meaning he is harder to launch and KO. The drawback of this emotion is that OMORI has reduced speed both on the ground and in the air, and all of his attacks are slightly more laggier. Despite this, OMORI’s heavier nature can make him survive heavy attacks more often.

Finally, the ANGRY emotion occurs when OMORI is at a heavy disadvantage via being comboed by opponents instead of heavy attacks. When ANGRY, OMORI’s attacks deal more damage and knockback, thus making him KO opponents easier. The drawback of this emotion is that OMORI is much lighter, thus making him easier to launch and therefore KO, though the increased knockback can assist in avoiding combos.

Aside from emotions, OMORI’s neutral special, RED HANDS, acts as a sort of command grab, though unlike most command grabs in the game, OMORI doesn’t instantly act when an opponent is grabbed. Instead, the hands keep the opponent in place as OMORI is free to use any option of his choice, either offensive or defensive. The time that opponents are trapped by the hands varies, but it usually scales with the opponent’s damage percentage, with them being trapped longer the higher their percentage is at. While trapped in the hands, the opponent cannot be launched by any attack, but can be used to quickly rack up damage to opponents in order to finish them off with a powerful attack. It is important to note that the more times this attack is spammed, the laggier this move is, and the more times an opponent is successfully grabbed, the less time they will be grabbed the next time they are, so its suggested to use this move sparingly in order for it to be effective.

OMORI’s side special, VERTIGO, acts as a fairly standard dash move where OMORI flies in any direction twice, making it a fairly reliable recovery move. However, it has just as, if not, more use as an offensive tool, due to the deceptive hitbox around the move and the fact that, when an opponent is hit by this attack, there is a chance their attack strength will be decreased for around 6 seconds. It is a relatively small chance, but it can still be fairly useful for if OMORI is at high percentages, or to decentivize attempting to edgeguard from the opponent.

OMORI’s up special, CRIPPLE, is another simple looking attack, yet has a bit more to it. On the surface, it's a fairly standard recovery move, with OMORI being able to charge up for more distance. If an opponent was hit by this move, however, there is a chance that their speed will decrease temporarily. The time this debuff lasts varies, but it scales based on how much this move was charged before releasing it, with the more charged it is, the longer they are slowed down. As this debuff applies in the air as well, it can be used as an edgeguarding tool to hinder an opponent's recovery, or to punish them for trying to edgeguard OMORI.

OMORI’s down special, SUFFOCATE, is an offensive attack that has a very large radius around it, with any opponent hit by it temporarily being stunned. Unlike RED HANDS, which gets laggier and less useful the more it is spammed, the time the opponents are stunned for when they are hit by this move never changes, already being mitigated by the attack already being quite laggy. The stunned opponents can quite easily be punished by any of OMORI’s options, or as a defensive tool to help OMORI escape a bad situation. Opponents hit by the attack also have a small chance to have less defense for around 4 seconds, being easier to launch and KO, making an already threatening move quite dangerous.

OMORI does have his weaknesses, though. While his emotion mechanic can be quite useful, it can prove to be a double-edged sword in some cases. All of OMORI’s emotions, save for NEUTRAL, all have some sort of drawback to them. HAPPY has less damage output, SAD has less speed, and ANGRY has less defense, all of which can be exploited by adaptive opponents. HAPPY’s lesser damage and knockback power can make it hard for OMORI to reliably KO opponents if they aren’t at extremely high percentages, meaning that opponents have a better chance at survival if a HAPPY OMORI relies on their strong, slow attacks, even when considering the increased speed of the attacks. SAD’s lesser speed can be easily exploited by quick opponents, and the lesser knockback can make OMORI easier to combo. ANGRY’s lesser defense makes OMORI easier to KO, with just one well-timed strong attack being enough to KO an ANGRY OMORI.

Overall, OMORI is a very adaptable character, with his emotions being able to provide an interesting dynamic between him and his opponent that nearly no other character on the roster can match. With each emotion giving OMORI different buffs and debuffs based on he and his opponent’s behaviors, OMORI can be a very difficult character to fight against, even without considering his debuffing special attacks.

## Moveset

### On-screen Appearance

* OMORI steps on stage while slashing his knife forwards.

### Taunts

* **Up Taunt** - OMORI slashes his knife forwards like his intro animation in his fight in OMORI
* **Side Taunt** - OMORI plunges his knife into his chest as he flinches before shoving it out.
* *Down Taunt'* - OMORI sits down on the ground.

### Block Animation

* OMORI crosses his arms, having two realistic arms cross to protect him.

### Idle Poses

* OMORI analyzes is knife.
* OMORI glares backward.

### Victory Pose

* OMORI appears in a black void as the words 'OMORI will not succumb' appear on-screen.

## Win Quotes

OMORI is a silent character, and thus lacks win quotes of any kind.

## Arcade Mode Route

OMORI's Arcade Mode route is titled ***JOURNEY TO WHITE SPACE***z.

Like all other Arcade Mode routes for other characters, there is unique pre-fight banter before each fight.

## Trivia

* OMORI's codename is **Light**, referencing how his home, WHITE SPACE, is incredibly bright white, as well as his association with lightbulbs.
* OMORI is one of few characters to lack unique post-fight dialog, simply saying "...". He shares this detail with The Knight, Henry Stickmin, Carrion, Hat Kid, Madotsuki, Brad Armstrong, Quote, Isaac, and The Lost.