MARVEL SUPER HEROES VS. STREET FIGHTER Omega Red Character Guide Version 1.0 By John Culbert March 1998 This FAQ and all my others can be accessed at the following sites: http://www.geocities.com/SiliconValley/Heights/1910 (my page) http://www.gamefaqs.com Wanna talk? You can contact me on IRC (Internet Relay Chat) as tigeraid, on channels #capcom, #fighters-net, #vfhome, #cars and #special. --------------------------------------------------------------------------- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ ******* LEGEND: BUTTONS ******* .-------------Jab JOYSTICK | .-----------Strong | | .---------Fierce U/B U U/F | | | \|/ | | | B--o--F | | | /|\ O O O D/B D D/F O O O | | | | | | | | | | | ----------Roundhouse | ------------Forward -------------Short QCT = Quarter Circle Toward (roll the joystick from D to F) QCB = Quarter Circle Back (roll the joystick from D to B) HCT = Half Circle Toward (roll the joystick from B to D to F) HCB = Half Circle Back (roll the joystick from F to D to B) + = enter commands simultainiously (A) = indicates it can be done in air (AIR)= MUST be done in air OS = Overhead Strike--CANNOT be blocked low MS = Magic Series MSH = Marvel Super Heroes SBB = Super Berserker Barrage (Wolverine's move) BB = Berserker Barrage (Wolverine's move) OTG = Off the Ground FS = Flying Screen J. = Jumping CU. = Cross-up (jump behind opponent and hit back of neck with attack) SJ. = Super Jumping S. = Standing C. = Crouching FL. = Flying AD. = Air Dashing XX = Buffer/Cancel into following move -> = indicates Magic Series cancelling SFA2 = Street Fighter Alpha II DP = Dragon Punch or similiar joystick motion (F, D, D/F) HK = Hurricane Kick or similiar joystick motion (QCB) FB = Fireball SC = Super Combo FK = Flash Kick or similiar joystick motion (charge D, U) SB = Sonic Boom or similiar joystick motion (charge B, F) YF = Yoga Flame or similiar joystick motion (HCT) SBK = Spinning Bird Kick TBK = Thousand Burst Kick SPD = Spinning Pileriver or similiar motion (roll 360 degrees) --------------------------------------------------------------------------- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ INTRODUCTION: ************* Well, we finally got MvSF up here in the frozen wasteland known as North Bay Ontario :), and although it's not the best game in the world, I feel it is an improvement over XvSF (except that they took out Sabretooth and there's STILL no Iron Man!) and I'm glad to see Omega Red back, as one of the strongest characters in the game. If you're looking for huge multi-hit combos go play Wolverine; if you're looking for a quick, poking/hit-and-run game, play Chun Li or Spider-Man. What you WILL get with Omega Red is great damage, simple to-the-point combos that can have some degreee of flashiness to them, effective Super Combos and his greatest weapon, the Carbonadium Coil! :) If you have patience and timing you will do quite well with this big commie. Also, for those like myself who hate Wolverine scrubs, Omega Red's sole purpose in this game is to "Destroy the Weapon X!" :) (Hmmm... I guess I like the attitude most because it's like the almighty Sagat's attitude towards Ryu... :) CHARACTER INFO: *************** Name: Arkady Russovich Aliases: none Nationality: Russian Hair/Eyes: Blonde/Black Height: 6'6" Weight: 300lbs Enemies: The X-Men/Wolverine An attempt to create a super-soldier for the former Soviet Union, the psychotic Omega Red is a deadly opponent. His Carbonadium tentacles are indestructible, and he secretes a "death pheromone" that causes the body's organs to fail (only Wolverine's healing factor can overcome this aura). Side note: if he emits this aura, then why the hell don't his human opponents just keel over and die? :) Hmmm.... actually, that kinda follows the same line as "why couldn't Magneto just crush Iron Man like a tin can?" (Answer: 'cause Iron Man rocks, period. :) --------------------------------------------------------------------------- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ *************** A WORD ABOUT... *************** SUPER METER: >>>>>>>>>>>> This is a Meter located at the bottom of the screen; and as you perform moves or hit opponents (performing Special Moves fills it the fastest), it will fill up. Once it is full, a one will appear beside it. This means you have one Super Level, allowing you to perform a Super Combo. It can continue to be filled to multiple levels. SUPER COMBO: >>>>>>>>>>>> This is a devastating move that can only be performed when at least one level of your Super Meter is full. TEAM SUPER: >>>>>>>>>>> This is a totally devastating team-up move done with a QCT+Fierce+Roundhouse. When activated, your current character will begin their Super, then the other partner will jump in and begin theirs! The first character will jump out when done and the character that was out at first will now be playing. A Team Super can only be done with a Level 2 or higher Super Meter. TEAM ATTACK: >>>>>>>>>>>> To switch to your partner, tap Fierce+Roundhouse. Your current character will go into a stance and say some sort of taunt or whatever--DURING THIS TIME YOUR CURRENT CHARACTER IS INVULNERABLE. Just as that fighter jumps off the screen, your partner will come on with a jumping attack that will knock the opponent away; they will then perform an opening taunt--DURING THIS TIME THE TAUNTING CHARACTER IS _NOT_ INVULNERABLE. This is very important, as you want to make absolutely sure that jumping attack will not be blocked or avoided, otherwise your left wide open during the opening taunt. Therefore, it is ideal to switch characters only when the enemy gives you the opportunity to hit them with the jumping attack (eg. after blocking a slow recovering move, or they miss a slow move). BTW, when your partner is "idle", they slowly regain some of their health. TEAM ASSIST: >>>>>>>>>>>> Hit Strong+Forward and your teammate will jump in, attack the opponent in some way, then jump back out. Note that your current fighter is still free to move, which means it is actually possible to sometimes combo the opponent AS they are hit by your teammate. See Tactics for more info. PUSH AWAYS: >>>>>>>>>>> When you block an enemy's attack, quickly tap all three punches (before your fighter finished their blocking animation) and you will shove your foe away from you. This takes NO energy from the Super Meter, nor does it do any damage. It does however help put some distance away from overly offensive opponents, and can help set up your next move. TEAM COUNTER: >>>>>>>>>>>>> After blocking an attack, perform a roll from B to D and hit Fierce+Roundhouse during your characters blocking animation--your partner will jump in and attack the enemy with one of their moves; they will also remain to continue the fight. See the Moves Analysis for more info on Omega Red's Team Counter.. The Team Counter uses 1 level of the Super Meter (IMO a waste of energy :). SUPER JUMPING: >>>>>>>>>>>>>> Super Jumps cause you to jump very high into the air; to perform a Super Jump, quickly tap D before jumping, or hit all three kicks. THROWS: >>>>>>> To perform a Throw, hold towards or away from the opponent and hit Fierce or Strong up close. To perform an Air Throw, hold F or B and hit Fierce or Strong up close IN MID-AIR. See Moves Analysis for more info. TECH HITS: >>>>>>>>>> Tech hits allow you to recover from Throws done to you. To tech hit a Throw, perform the motion for one of your own Throws just as they Throw; this will lessen the damage to you. DASHING: >>>>>>>> To perform a dash forward, tap forward twice. To perform a retreating dash, tap back twice. Dashing is an important part of a lot of combos (see combo system) as well as tactics. Alternately, you can also perform a dash by hitting all three punches simultainously. To dash back, hold B while hitting the punches. All characters can interrupt their forward dash with any move, including a backward dash. TAUNT: >>>>>> To taunt or tease your opponent, press Start. Note that taunts cannot be stopped, and you will be totally vulnerable, so choose where to do it wisely. ----------------------------------------------------------------------------- SAFETY ROLL: >>>>>>>>>>>> After being knocked down, it is possible to roll in recovery to standing. This does not lessen the damage of the knockdown, but it allows you to avoid an opponent's attempted ground attack or possible OTG combo, and you can also roll behind them and perhaps surprise them. To get a Safety Roll, perform a complete motion from B to D and hit any punch. Note that if the move you're hit with executes the Flying Screen phenomenon, you cannot Safety Roll. DIZZYING: >>>>>>>>> When a fighter is hit many times in a row with powerful moves in a short time (it doesn't have to be a combo) they will eventually dizzy; after a certain point the character will bounce up then stand to be dizzy. At this point is the opponent's chance to do an attack or combo that the dizzy character will have no defense against. When you're is dizzy, shake the Joystick repeatedly and hit the buttons rapidly to regain control faster. ############################################################################# ********************** THE MvSF COMBO SYSTEM: ********************** NOTE: in most cases, Omega Red's SPECIFIC combo system is explained in further detail in the combo section later on. MAGIC SERIES: >>>>>>>>>>>>> This is the name given to Capcom's version of a chain combo system. The Marvel/Capcom fighters have adapted Street Fighter's original combo system so that there is a way to cancel normal attacks into other normal attacks as well as normal--> Special Attacks. Each fighter has his or her own "Magic Series" that follows a distinct pattern. Note that you can skip any of the steps in the series, but you cannot go backwards. Omega Red's Ground MS is the "Stronger to Weaker", meaning he can cancel any attack into one of greater strength. The rules for the Ground Magic Series are that you can input crouching or standing attacks following the series (for example, Omega Red can cancel a S.Jab into a S.Roundhouse, or C.Roundhouse). Note that you CANNOT go backwards in a Magic Series (eg. Jab -> Forward -> Jab). You can perform a Magic Series while jumping as well. This is great for starting jump-in combos (ALTHOUGH THEY ARE NOT AS COMMON IN MVSF AS BEFORE), allowing you to get in more hits as you jump in at the enemy before continuing a combo on the ground--Omega's Jumping MS is "Weaker -> Stronger", meaning any attackcan be cancelled into another attack of GREATER strength (eg. J.Short -> J.Forward -> J.Roundhouse). As well, MS combos can be done during a SUPER jump, again following the Zig-Zag Magic Series described above for Red. Like the other two versions of the Magic Series, it allows you to do any version of one button. See Air Combos for more info. ----------------------------------------------------------------------------- AIR COMBOS: >>>>>>>>>>> These, put in loose terms, are juggles. But, the exception laid down is that they must be done as you jump in the air. So, to do an air combo by definition, you must knock the enemy up into the air with a launcher (eg. Omega Red's S.Strong), or use the other two setups (see below), then follow them up and perform an air combo before either of you land. BOTH fighters must be in the air for an Air Combo to register (for example, launching the opponent with S.Strong then juggling quickly with an Omega Strike in the corner will not count as an Air Combo, even if the Strike connected against an airborn enemy). There are three different ways for you to setup an enemy to perform a true Air Combo: -After knocking the enemy up with a launcher -Super Jumping up and connecting the combo against a Super Jumping enemy -Jumping up and connecting a combo against a jumping enemy or an enemy on their way down from a Super Jump, or perhaps DP move... As well, there are two different types of Air Combos: regular Jumping Air Combos and Super Jumping Air Combos. Read on... Setups: ******* 1. Launchers: Launchers are by far the most effective way of setting the opponent up for an air combo, as they throw the enemy straight up in the air. Note that the enemy recovers on their way DOWN and can then air block everything (except if launched by a Throw), so you must follow your opponent UP after a Launcher and hit them before they reach the apex of their flight. In order to successfully follow up a Launcher, you must cancel the Launcher with a Super Jump, i.e. hit the enemy with the Launcher, then before its animation is complete, simply tap U and the Super Jump comes out automatically. 2. Super Jumping: You can Air Combo any Super Jumping enemy simply by following them up with your own Super Jump and nailing them as you go. This is not as precise as a Launcher because you must be a close distance to the enemy with your Super Jump, so some hits that connect after Launchers may not do so during a Super Jump. 3. Regular Jumping: Use this when the enemy does a regular jump towards you; jump up to meet them and try and get in your hits first. Also an ideal counter if the enemy misses a DP move (eg. Wolverine's Tornado Claw). ----------------------------------------------------------------------------- Types: >>>>>> Super Jumping Air Combos: Something unique to this game exists only in Super Jumping Air Combos; the ability to bring out a "combo finisher" similiar in fashion to Killer Instinct. In Marvel vs. Street Fighter, the combo system of Super Jumping is highly customized because for every character the combo finishers are simply done by chaining in a Fierce or Roundhouse at the end of that series. Note that you can only perform this Finisher if you do not start the air combo with the Fierce or Roundhouse (otherwise that will finish the combo right there) The finishers are pretty cool and allow you to knock the enemy away and the camera will follow them to the ground. After they land, you'll jump back into the screen from the side (some finishers will also knock the enemy straight down towards the ground, but the same properties apply). This is known as the "Flying Screen" phenomenon, which I will explain later. Regular Jumping Air Combos: The only difference between these and Super Jumping Air Combos is that there is no special finisher. This will allow you to use the entire combo series if you wish. You can still cancel into a Special Move. So, if you and your opponent are both in regular jumps at each other, it is possible in theory to hit them with an entire 6 hit Zig-Zag series with any character that has the full Zig-Zag Regular Jumping MS, and then even cancel with a Special Move. Normal Move/Special Move Cancellation Combos: Ah, the classics. Remember the good ol' Fierce Punch cancelled into a Dragon Punch with Ken and Ryu? Well, Capcom's given us much more possibilities, because ANY normal move can now be cancelled into a Special Move. This allows A LOT of freedom for combos, and these combos are usually very easy pull off. Also note that "any" normal move also includes mid-air moves cancelled into Air Special Moves, which is what allows Air Magic Series combos to cancel into Special Moves. Dashing Combos: Dashing before entering a combination allows for more hits. This is because it gives more momentum after your first hit, so it won't push you as far away from the enemy, allowing you to get in more hits. For example, Wolverine can perform a S.Jab -> S.Short -> S.Strong -> S.Forward series on Zangief, and perhaps even finish with a Berserker Barrage. But, if he performs the series while dashing into Gief, he can go into a S.Fierce to finish off the series, or a S.Roundhouse followed by an air combo, whereas without the dash, the series would have pushed the opponent too far away for the Fierce to connect. This skill should be mastered, because it is best utilized after the enemy misses a DP move like Ken's. As well, it is difficult but possible to initiate a Dash Combo after a jump-in hit or even series. The key is to tap F, F after you tap the button for your last hit plus the button you're going to start the Dash Combo with. This must be timed correctly so that the last F of the dash motion is tapped AS you plant your feet on the ground. For example, with Wolverine, to perform a J.Strong -> J.Forward -> J.Fierce, D.S.Short -> S.Strong XX BB, do all three hits of the Air Combo, but AS you are tapping Fierce you should also do the first F of the dash command; time it so that the first F comes out JUST as he finishes the J.Fierce, then the second F should be done simultainiously with the S.Short AS his feet hit the ground. Off the Ground (OTG) Combos: An Off the Ground (OTG) attack is an attack that hits a downed opponent, and if doing an OTG combo, allows the attacker to continue into more hit. Technically, an OTG combo is NOT a true combo. The definition of a combo from way back in the SF2 days is-- "a series of attacks that, once the first hit has connected, the rest cannot be defended against." But, if the opponent is wary, he can perform a Safety Roll, which will avoid OTG attacks. But if he doesn't, the combo number will continue to rise. (NOTE: There is an exception to this rolling escape--see Flying Screen Combos). So, an OTG combo is a combo where you knock the enemy down, then combo them OFF the floor as they land. To do this, you must hit the fallen enemy with a low enough attack (eg. a sweep or perhaps slide). Now, no matter what move you used, when an opponent is hit while on the ground, they are "bounced" a VERY small ways into the air, then they fall again. During the time before they land, they cannot block anything, so you can hit them with any attack that will reach. If you want an easy example, perform a C.Forward with Wolverine and cancel into a Berserker Barrage; the sweep will knock them down, and the BB will hit the opponent just as they land. One thing to remember is that rarely in this game to people stay on the ground for very long, even if they aren't rolling. You MUST hit an opponent OTG with a move that has significantly good recovery time; for example again with Wolverine, the C.Forward is fast enough in recovery that Wolverine can actually do this combo: D.S.Short -> C.Forward, C.Short (OTG) -> S.Forward XX BB The C.Forward recovers fast enough for Wolverine to continue into the C.Short (provided they don't Safety Roll) and the rest of the combo. BTW, to be fair, you cannot do two OTG combos in one combination. For example, with Wolverine you cannot do a- C.Short -> C.Forward, C.Short -> C.Forward etc... As this would effectively create two OTG combos in one. This of course would make for infinite combos, because you could continuously OTG the opponent after every time you do the C.Forward Flying Screen (FS) Combos: I will use James Chen's definition of the Flying Screen (FS): "The Flying Screen is the phenomena that causes the screen to scroll VERY quickly after certain moves hit the enemy. The view of the game follows the enemy and the person doing the hit disappears from the screen. Once the screen stops moving, the person who was hit will just lie there and the other player will hop into the screen from the side." (My Note: BTW, some FS attacks will knock the enemy straight into the ground as opposed to off screen, like finishing a Super Jumping Air Combo with Magneto's SJ.Fierce--it will send the enemy into the ground on the SAME screen. Note that the same FS restrictions explained below still apply) The FS happens after the following conditions: -after performing a Super Jumping Air Combo "finisher" or Special Move Finish. -after performing certain Special Moves (some examples are Wolverine's BB and SBB, and Ken's Shinryuken). Now, here's the catch--if your opponent is close or in the corner, there is no way for the screen to scroll, because the border is there. So, when you perform a move executing the FS phenomenon that knocks the enemy into a close corner, they will hover against the corner for a moment, then fall to the ground. As they land, you can easily perform an OTG combo (provided the move recovers fast enough). -Limitations One good limitation is that the FS forbids the opponent from Safety Rolling PERIOD, so OTG combos WILL become true combos in this case. One thing against the comboer is that once you perform an OTG combo after the FS, the game will not let you perform ANY Air Combos or Special Moves; for example, with Wolverine if you perform a Berserker Barrage in the corner with all hits, the enemy will hover briefly, then when they fall, you can hit them OTG with a C.Short into S.Roundhouse. But, you CANNOT cancel the Roundhouse with a Tornado Claw, nor can you follow them up with a Super Jump and Air Combo! --------------------------------------------------------------------------- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ MOVES LIST: *********** -Carbonadium Coil: QCT+any Punch -Air Carbonadium Coil: QCT+any button (in mid-air) -Death Factor: any Punch repeatedly after Coil -Energy Drain: any Kick repeatedly after Coil -Coil Slam: any direction+Punch after Coil/Death Factor/Energy Drain -Double Coil Slam: any direction+Punch (after Coil -> Coil Slam combo only) -Omega Strike: QCT+any Kick -Air Dash: F,F (in mid-air) -Power Bomb: F or B+Fierce (close) -Coil Toss: F or B+Strong (close) -Air Drop: F or B+Strong or Fierce (close) -Team Assist: S.Fierce -Team Counter: Short Omega Strike -Team Super: Omega Destroyer -Super Combo 1; Omega Destroyer: QCT+all three Punches -Super Combo 2; Carbonadium Smasher: QCT+all three Punches (in mid-air) --------------------------------------------------------------------------- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ REGULAR MOVES ANALYSIS: *********************** JAB: When standing or courching Omega Red throws a quick chop. Because of the length of his arms these actually have good range (as far as Jabs go). These will start Omega Red's ground combos and are generally crucial in his offensive ground game. NOTE: C.Jab will hit OTG in most cases. The J.Jab is a quick coil attack with good priority, but weak. SHORT: S.Short has decent range and both will hit the enemy OTG. Not crucial in your gameplan AFAIK. STRONG: S.Strong is an uppercut, Omega Red's Launcher. For an uppercut it has good range, and combos extremely well with the S.Jab. Also a DECENT air counter. C.Strong is an upward tentacle, which is a great air counter IF the opponent jumps fairly deep. J.Strong is an airborne uppercut, useful for close opponents, especially if they're overhead. FORWARD: S.Forward is a straight high kick, great range and may work as an air counter against VERY deep opponents; it has good poking ability, but fails in respect to snuffing low attacks. C.Forward is a low sweep which looks like it should knock down, but doesn't. Still, a good low attack that comes out fairly quick. J.Forward is a quick jumping kick, decent to start jump-in combos. FIERCE: The S.Fierce is a decent attack; Omega Red lashes out with his coil like a whip. This has great range and does good damage, however it's not the fastest attack. A decent attack to counter missed moves from mid-range, but of course a Carbonadium Coil would be better, among other things. NOTE: S.Fierce will hit the opponent OTG, but I don't recommend doing it unless you're sure it'll connect, because if the enemy Rolls they can hit you. C.Fierce is his cool multi-hit spinning Coil attack (3 hits). This is not too useful; it has good range and decent priority on deep jumping opponents, but like his J.Fierce it now has a slight lag coming out, so some faster moves can snuff it. The J.Fierce is his Coil fury, a 6-hit attack that now has a slight lag coming out. Once the coils ARE out, they cover him quite nicely, making a decent air-to-air and jump-in attack. Can finish an Air Combo, but has to be timed properly, and either way there are better options. ROUNDHOUSE: S.Roundhouse is a high kick with good range, although kinda slow. Not too useful overall. C.Roundhouse is Omega's infamous ground tentacle, with three ranges. D/B+roundhouse will cause the tentacles to poke out of the ground just in front of Omega Red's feet. D+Roundhouse has them appear about mid-range, and D/F+Roundhouse makes them poke up almost full screen away. The close version is useful in some combos, the mid-range version can be used to snuff slower attacks, and the long-range version can help with defensive poking, or snuffing some slower projectiles. J.Roundhouse is a jumping straight kick, decent in air-to-air and jumping in. --------------------------------------------------------------------------- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ MOVES ANALYSIS: *************** -Carbonadium Coil- (Omega Red releases a tentacle in one of three directions to grab the opponent) Jab throws the Coil straight forward, Strong at a 45 degree angle, and Fierce goes directly upward. You can recall the Coil and shorten the recovery time drastically by tapping Punch again. NOTE: THE RECOVERY ON A MISSED COIL, AIR OR GROUND, WHEN MISSED IS NOW MUCH LONGER! The Jab is the most useful; whenever the opponent leaves himself open, you should be attempting this move to grab them, or dash in for a combo. The Strong version is somewhat useful as an air counter, but the timing has to be exact to hit the enemy in the right position in the air. The Fierce Coil appears to be pretty much useless, except to catch jumping opponents unawares when they are above you. -Air Carbonadium Coil- (Omega Red releases a tentacle in one of five directions to grab the opponent) In mid-air, the Punch buttons perform the same Coils as on the ground (straight, 45 degrees and straight up), and the kicks perform others. Short throws it the same as Jab, straight across. Forward sends it 45 degrees downward, and Roundhouse throws the coil straight down. You can recall the Coil and shorten the recovery time drastically by tapping Punch again. The The Jab/Short Coil is useful in some Air Combos, or to nail missed attacks from a distance in the air. The Forward one is probably his most useful, after you have jumped a projectile or any other slow-recovering ground-based move; it is also used in Air Combos. See tactics for more info. The Roundhouse Coil isn't really useful unless you're directly over the opponent; useful for mixing it up offensively with a cross-up. -Death Factor- (Omega Red sucks the lifeforce of the opponent through his Coil and into himself) This is probably the most important move in Omega's arsenal, since Shuma Gorath is the only other character with the ability to suck life from the enemy. Since this can also be followed with a single Coil Slam, it becomes highly damaging, and also rewarding to you. -Energy Drain- (Omega Red sucks the Super Energy of the opponent through his Coil and into himself) Still fairly useful, but Super levels are gained much faster in MvSF than they were in XvSF. Use it if you want, but all in all the Death Factor is more worth it. -Coil Slam- (Omega whips the opponent in a desired direction with a coil and slams them into the ground) This can be performed after the Carbonadium Coil, or after the Death Factor or Energy Drain. Definetely try to tack this on after the two latter, it will add all the more damage. -Double Coil Slam- (Omega whips the opponent in a desired direction with a coil and slams them into the ground, then reverses direction and slams them again) This will not work after the Death Factor/Energy Drain, but it does great damage for sure. Use this if you are ahead and don't think you need Health (eg. beginning of the match). -Omega Strike- (Omega Red plants his coils in the ground and propels himself out feet first) Short throws him straight forward, Forward goes at a 45 degree angle and Roundhouse shoots him straight up. You can recall the Omega Strike to his original position and drastically lower the recovery time by hitting B+any Kick. You can also cause him to drop wherever he is currently overhead by hitting D+any Punch. This is sometimes underused by Omega scrubs, but with the recall ability, it becomes a deadly weapon. Why? Because it comes out relatively fast, and with the recall there is almost no recovery; therefore, it makes a great poking attack. You'd be surprised what you can snuff with the Short Omega Strike if you're fast enough... In addition to this, the Omega Strike is also useful in some combos, as a counter to missed attacks (although a Coil is definetely wiser in most cases), and as a defensive move to escape Super Jumpers. NOTE: the D+any Punch drop is also useful when used with the Forward Omega Strike; you can actually hit the enemy up into the air with the Strike, then perform the drop and hit the enemy with an Air Combo as you recover--so essentially the Forward Omega Strike becomes a Launcher. :) BTW, this will also work with the Roundhouse Strike, though I find not as consistantly. See tactics for more info. -Air Dash- (Omega Red perofrms a short shoulder charge forward) IMO imperitive to good Omega Red play. This Air Dash is very versitile in that it can be interrupted at any time, which means you can air block, and it has great range and speed. It can be useful for faking out the opponent, or countering projectiles from the air. See Tactics for much more info. -Throws- The Fierce Throw is all around more useful. If you are in or near the corner, follow-up with a D.S.Strong and Air Combo. You can also OTG with one of the C.Roundhouses. -Team Assist- (Omega Red comes in and throws out a S.Fierce, then jumps back out) Doesn't seem to be that useful, it's not really that fast. If it does connect your teammate currently in can often hit with a ground combo though. Additions? -Team Counter- (Omega Red's partner blocks an attack, and Omega moves in and performs a Short Omega Strike) Because of the Strike's range and speed, this is an excellent counter to blocked projectiles from mid-range or so. However, it does take 1 level of Super energy, which IMO really isn't worth it--just ask yourself if you can afford to waste it before you use it... -Team Super- (Omega Red performs his Omega Destroyer as his teammate performs their SC) HIGHLY damaging when used with most other SCs... The thing to remember is that it will do more damage/hits the closer you are, so no matter what SC your partner's using, it's often a good idea to make sure it's close when you do it, and the less push-away your partner's SC has, the better. See Team options in the Tactics section for more info. -Super Combo 1; Omega Destroyer- (Omega Red stoops low, then opens his arms exclaiming "Omega... DESTROYER!!" and releasing multiple tentacles in all directions) Slightly different than it was in X-Men:CotA... It now has a short lag on start-up, so for the most part it cannot be comboed. It also now flails outward in horizontal paths FIRST for a brief moment before spreading to its almsot full-screen blanket. This means that you'll have to start the SC earlier than you used to for catching jumping opponents. As usual, the Omega Destroyer does more hits/damage the closer you are to the opponent. Also note that this SC is pretty much impossible to Push Away--the enemy may push away one hit, but will get caught by the rest of the coils. :) NOTE: the Omega Destroyer is probably the highest-priority move in the game--once the coils are released, nothing gets through. If this is blocked from anywhere other than right up close, it is virtually uncounterable. -Super Combo 2; Carbonadium Smasher- (Omega Red performs a short dash forward in the air; if he connects with the opponent, he will go into a spectacular multi-hit combo, finishing with an explosive Coil Slam into the ground) Looks really painful and shows Omega's "berserker" side :). Unfortunately, it is not THAT useful... It's biggest use is in Air combos, which WILL work with really good timing. It has immense priority, but the problem is, it is very difficult to hit standing opponents, perhaps with the exception of Blackheart, with this, despite the fact that it can be done a HAIR above the ground. :) This is done similar to Ukyo's Tsubame Gaeshi (Swallow Slash) from the Samurai Shodown series: perform a QCT, then continue to roll quickly to U/F and hit the three Punches FAST. Basically, reserve it for Air Combos or the rare opportunity you're in the air, close enough to the enemy, when they throw out an attack that misses. NOTE: the Carbonadium Smasher has VERY little recovery time, so if the opponent blocks it, you're options are wide open, including ANOTHER Carbonadium Smaser. :) See Tactics for more info. --------------------------------------------------------------------------- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ COMBOS: ******* -Safe Air Magic Series: Jab -> Short -> Strong -> Forward -> Fierce or Coil -Safe Ground Combo: D.S.Jab -> S.Strong -> Air Combo If the enemy blocks... D.S.Jab -> S.Strong -> S.Roundhouse XX Short Omega Strike, B+any Kick -Ground Magic Series: Weaker -> Stronger -Jumping Magic Series: Weaker -> Stronger (3 hits max) -Launchers: S.Strong (and Forward/Roundhouse Omega Strike too, I suppose) -Air Launchers: none -Straight Launchers: none -Small Launchers: none BASIC COMBOS: 1. D.S.Short -> S.Forward XX Forward Omega Strike, B+any Kick 2. D.S.Short -> S.Forward -> S.Roundhouse XX Short Omega Strike, B+any Kick 3. J.Roundhouse, D.S.Jab -> S.Jab -> S.Forward -> S.Fierce 4. D/F+Roundhouse, Short Omega Strike ADVANCED COMBOS: 5. D.S.Short -> S.Forward XX Forward Omega Strike, J.D+Jab -> J.Strong -> J.Fierce 6. D.S.Jab -> S.Forward XX Forward Omega Strike, D+any Punch, Roundhouse Carbonadium Coil -> Death Factor -> Coil Slam 7. J.Fierce, D.S.Jab -> S.Strong -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.Fierce 8. J.Short -> J.Forward -> J.Roundhouse, D.S.Jab -> S.Jab -> S.Strong -> SJ.Jab -> SJ.Short -> SJ.Strong -> J.Forward XX Carbonadium Coil -> Death Factor -> Coil Slam 9. D.S.Jab -> S.Jab -> S.Strong -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward, Fierce Air Throw, Omega Destroyer 10. (corner) Fierce Throw, D.S.Strong -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward XX Carbonadium Coil -> Death Factor -> Coil Slam EXPERT COMBOS: 11. D.S.Short -> S.Strong -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward, SJ.Forward -> SJ.Fierce 12. J.Roundhouse, S.Jab -> S.Strong -> SJ.Jab -> SJ.Short XX Carbonadium Smasher 13. J.Short -> J.Forward -> J.Roundhouse, D.S.Jab -> S.Jab -> S.Strong -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward, SJ.Forward XX Carbonadium Smasher COMMENTS: #11- With really good timing, you can do a SHORT pause after the first SJ.Forward, then chain into another for an extra hit. #12,13- The Carbonadium Smasher CAN be put into Air Combos, but it must be done as fast as possible, and the bigger the opponent, the better. It's easiest to time after a simple SJ.Jab -> SJ.Short. --------------------------------------------------------------------------- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ TACTICS: ******** OFFENSE: When going offensive, Omega Red has some good options, but they must be used properly. Omega Red works best just outside of mid-range; from here you can counter missed attacks with a dashing combo or more easily with a Coil. From this distance or farther Omega's best option for offense, since his dash is not the quickest, is the air. His Air Dash allows him to mix up various offensive techniques against the opponent. Use the J.Forward and J.Fierce interchangeably, but ALWAYS be ready to Air Block so you can deal with their counters. Try to get a fair amount of height when you're in the air as well, so that you're in the a good position to Coil them with Forward. When Is say mix it up with the Air Dash, I mean that, because of its range and speed, you can get over to the opponent quickly. Always keep an eye on what the opponent is going to do when you're in the air. If they anticipate a jump-in and try an air counter (eg. shoto-boy's C.Fierce) you can be ready to Air Block, or if you're a little farther away, Coil 'em :). If you see a projectile coming out, or a slower ground move of some sort, be ready to use the Forward Coil to snatch them over it. If they like to block when you jump in, start the Air Dash from fairly close, and you can cross them up, and hit them from behind with a combo quickly. Also note that if the opponent leaves themself open when you Air Dash in, you can Roundhouse Coil them right over their head :). Other than in the air, you have options on the ground. The Short Omega Strike is a GREAWT offensive tool, because of its range and speed. It can actually be used as a long-range poke since you can pull it back with B+any kick. USE THIS, the Omega Strike has good priority, especially over low attacks. When you are up close or a few steps away, The S.Jab is really all you need, with range, speed and priorty. And hey, you'd be surprised how often the S.Strong connects after the Jab even from a long range... DEFENSE: Omega also does quite well on defense too, but shouldn't be played completely on defense because, a) turtlers eventually die, b) he has good offense, and c) it's damn boring :). His air counters aren't very effective when you compare them to those of, say, the Shoto-boy's (C.Fierce!) but they work with proper timing. C.Strong is probably the best option, but this will miss opponents jumping in really high or to cross you up. The Forward Omega Strike also works in the same fashion, but you need timing. Sometimes, it can be worthwhile to simply do a Short Omega Strike underneath the jumping opponent to avoid them, then start your offensive ground game as they land. And of course, the Omega Destroyer is also a useful air counter, but personally I only use it when it's a good bet it will connect and not be air blocked. Remember, it has SUPREME priority over all attacks, including jump-ins, so try and wait to the last possible minute before lashing out with it, and you will often catch them in the middle of their attack. Another tactic I have been trying lately is against those who jump in from a fair distance; The Carbonadium Smasher is also a useful air counter--when the enemy jumps in, jump backwards, wait a split second, then perform the Super; chances are, you will hit them out of just about anything they throw out, and EVEN IF they block, your recovery is excellent. After the enemy blocks the Super, try for another, or just a quick Jumping Air Combo instead. This tends to work better if the opponent is Super Jumping, giving you more time to set it up properly. NOTE: the above tactic is also useful when using the Jab/Short Air Coil instead, if you don't have a Super charged. Against dashing opponents, again the Short Omega Strike is most useful because of how it can be retracted in case the enemy stops and blocks quickly. Against some of the slower moves the Coil may work, but for the most part, it's a little too dangerous to fool around with. S.Fierce is also a decent option for stopping dashers, but again, the slow recovery makes it not so useful. Again, the Omega Destroyer is a decent counter to dashers as well, but try and catch them as late as possible. --- REMEMBER!!!! COIL, COIL, COIL!!! ANY possible opening you get, you should be going for either a combo into a launcher, or COILING! :) (Or the Omega Destroyer if you're close enough of course). Same goes in the air, if the enemy leaves an opening on the ground OR in the air, try for a Coil unless you're absolutely sure they can block it. PUSH AWAY OPTIONS: The Push Away (all three Punches when blocking) is very useful for avoiding ticks or further follow-ups to a blocked attack, and sets up a guessing game nicely. After a couple of times seeing what the enemy does after you do a Push Away, you can see what to follow with. If they tend to stand there and try to block, dash in with C.Jab and combo. If they like to rush in with an attack, follow the Push immediately with a Short Omega Strike (retracted of course). If they like to jump right after, use a S.Strong or Omega Destroyer... :) COMBO OPTIONS: Omega Red is not the flashiest, most comboable character in MvSF, no doubt. However he does have some good bread `n' butter combos that are effective nonetheless. D.S.Jab -> S.Strong -> SJ.Jab -> SJ.Short -> SJ.Strong -> J.Forward XX Carbonadium Coil -> Death Factor -> Coil Slam is his "bread `n' butter combo", as it were. It does big damage, starts with a safe and effective attack, and gives you a little health back too :). Pretty much every other combo there may be fun to use, but really isn't as overall rewarding, although putting the Carbonadium Smasher into the Air Combo does the damage and flashiness :). Another important combo is to follow your Throws in the corner with a Launcher. More Throw combos will apear in later updates, if I find some neat ones :). OMEGA RED'S TEAMMATES: HULK: Well, my favorite partner is Hulk; when you perform the Team Super, ESPECIALLY starting with Red, it is quite devastating. The Team Assist from Omega Red can also help set-up the Gamma Wave or a Gamma Charge as well. These two also collectively dish out a shitload of damage. THE GIEFSTER: Four words: DOUBLE FINAL ATOMIC BUSTER!!! :) SHUMA GORATH: I don't know, I just like using him... :) His Team Super works well in conjunction with the Omega Destroyer for a lot of hits, and of course they both have the ability to drain the enemy's energy :). Well, those are my favs... anyone? --------------------------------------------------------------------------- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ VS. STRATEGIES: *************** Probably Coming soon, once I fight more human opponents... --------------------------------------------------------------------------- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ CREDITS: ******** Thanks to Capcom for almost redeeming themselves after XvSF. Also thanks to Charles Washington for his thorough MvSF FAQ, and Adam Tennant for the first Omega Red FAQ... (damn, you write a Juggy FAQ, I write a Juggy FAQ. You write an Omega Red FAQ, I write an Omega Red FAQ... hmmm ;). ---- You can access this FAQ and many others at my homepage: http://www.geocities.com/SiliconValley/Heights/1910 or at http://www.gamefaqs.com You can e-mail me at: tigeraid@geocities.com SF3 EX Alpha Code v5.0 { A+(++vs.ARK)Al+CJ+Cr+G+(++SSF2)S++Se[I]Z++ } [ac-- ch@ cn c+ cc@ 2- g+ m+ n+:++ o@ os@ p r s+ sp-- st+ ta t+ tm-:+ th- tr-:+ v+] "I said it before and I'll say it again--democracy simply doesn't work!" -Kent Brockman, the Simpsons