Yeah, I said I was going to do this every 3 weeks, but I have been HELLA busy and I wasn’t able to play that much. I said I was going to do Felicia, and I did, but Omega Red (OR for the sake of not typing) is ALOT better than all of the low tier characters that I was planning to do. Even though I am still not a master of OR, I have lately been able to hold my own against the tier whores and pretty gdlk low tier players. Alright people, lets begin.
OR is a very solid mid-tier character who has the ability to take on every challenge and obstacle that most character are forced to overcome (RUNAWAY!!!). His moves have very good priorty, but he is slow compared to gods (even though he has an Air Dash and has the best moves to cover distance) and doesn’t have very powerful combos, being the reason that he isn’t top tier.
+Priority is really good
+Air Dash has good distance and cancelable
+Has profound ability to trap
+Good Health. Has slightly more than Cable/Magnus/etc. 90%
+Can cover ground very quickly
+Build meter so quickly
+Long range pokes
-Not powerful, relies on reset to give damage
-Dead meat in the corner. Needs to get out quickly or else Magnus rapes him.
-moves are punishable if not canceled. So cancel to omega strike!!
-Can’t combo a hyper
jab- all of the jabs (lp for newcomers) (St, Cr, J.) have 3 frames. So it is the prefered move to start with in the air.
short- cr. short is the best starting move on the ground. j. lk has a wide hitbox and is able to cross up.
Fierce- (Hp) the move with the most range and hitbox. This move is key for his corner trap because of its priority, range and ability to be canceled into Omega Strike. Cr. fierce is able to launch when opponent is in the air. Jump fierce is Sentinel’s, and Juggernaut’s worst nightmare especially with Sentinel or Doom.
Rh- same as fierce except less range and adjustable coils crouching. cr. hk is key to his keepaway. Think of it like Sublimation.
Df+fierce- longer range than lpx2, so a very good assist punisher
Snapback- ridiculous! Prioriry is good, range is 50% of screen, comboable from fierce and roundhouse. Too good.
Coil- probably the only thing that sticks out from all the other characters. You are allowed to gain health by this and it is usable in an aircombo. I was playing DETROIT WESSIDE. his OR is nasty. I have never seen him use this move so well. He was airdashing and catching me in a cross-up with it. The moral of the story is that it can be used as a nasty reset. Oh, I forgot to say that it RAPES Sentinel! Solid keepaway game with this move too, since it can hit downwards, forward, and upwards.
In the corner, you can do some very intriguing combos while in the air. You can throw them against a corner and continue an aircombo from there. Play with it. You will get some good shit.
Omega Strike- the nastiest move he has. This move has unbelievable priority. It is unsafe if you don’t cancel or retract the move. To cancel, press down+k. To retract, press back+k. With a good pinning assist, you can trap for a very long time. Since it has high priority and comes out quick, you can play a solid rush game and keepaway. This move also builds meter like crazy. like the coil, omega strike can hit forward, diagonal, and straight upwards, making this move extremely versatile.
Omega destroyer- honestly, it is good, but unusable in combos. It is punishable but not all the time (Magneto/Cable will fuck you up). One really good thing about it is that I had alot of sucess beating out physical moves and hypers, so yet again, you have ridiculous priority with this move. This move takes over the whole screen and is a hell of a assist punisher.
I also saw DETROIT WESSIDE cross me up with an omega strike then canceling it. It is very unexpected.
There is also a vacuum effect with this move when the opponent is up close. It does very good chip damage in this state; needless to say, it does good damage. It is 40 hits in this state too.
Omega(?) Smasher- Not very good. only good to start the infinite on an assist that is left out (will be explained later). It does do more damage than Omega destroyer, but yet it is uncomboable without a well timed assist.
Throw a- This assist is ok, but there is more to select. What it does is throw you straight in the air, so you can do an aircombo afterward with your main character.
Anti-Air b- This is good to trap with Sentinel and Storm. It has high priority, but it has no inviciblity frames, so it gets owned by psylocke and Capcom’s assist. I’ve had experiences where I bet Doom’s assist though. So yeah… good shit.
Ground y- This is good if you have spiral or sentinel. You can trap pretty well with it, and it is a ghetto anti-air, but AAA is better because it has more priority.
The verdict: AAA is better, but it isn’t that good, so use with caution.
Basic Omega Red
Alright so imma describe the main points of him.
The basic plan is to Air dash when they are on the ground and Omega strike forward when they are in the air (This is for running). get them into the corner and trap and chip to build meter. When you both are on the offensive. Go crazy with the Omega Strikes because almost nothing can beat them.
Superjump and use downward coils. Magneto AND Sentinel will have a hard time with that. When he/it gets to you level: Omega Smasher. This is tough for them because it has high priority. Especially on Sentinel since he is so big that OR can hit him off of anything.
MY FAVORITE!!! d+hk xxx omega strike all day with a projectile assist. It is so hard for them to catch you. Make sure (this is extremely important) that you retract after a Omega Strike. It will be your best friend. Your goal is to not make them come near you, and with sentinel, yeah really hard.
Other gameplan tactics
by Hangure Mentaro
?Mixing up ( Burrow coil xx Up Strike, Cancel ) x ? is great against low tiers too. Bait those AAAs!
?Back in the day i used to drop assist, diagonal strike, cancel, AD xx j.lp. You can decide when to cancel the AD to crossup or not. Ghetto mags.
?Whenever an opp.'s assist lands behind you, try as hard as you can to Destroyer super. SilverSam like damage.
?When doing ground combos, try to avoid using d.mp. That shit always whiffs at the worst times, especially against Storm. (unfortunately, my muscle memory is on lockdown though, and I never have been able to transition to d.lp, d.mK, d.fp xx strike.
?My favorite low tier team as of late is OR/Doom/Tron|CapCom. On the rare occasion I play scoreboard matches on PSN (ugh), these teams dominate pretty much any other low tier combo.
You wanna use Tron with him? Then this is key. If you use Rouge/Tron, then this will be so easy. This is the only character that can cancel his airdash. You cancel it by pressing back while you dash. This is good for avoiding that stupid Capcom assist or HSF or Hail or AHVB and other stupid runaway trick that these losers have. This is also good for cross-ups and (gasp!) mindgames.
Try this: sj. IAD+ Tron.
This is a simple airdash crossup into Tron assist. Technically anybody with an airdash can do that. Well, with airdash cancelling you can do a “fake crossup”. It tricks simple minded people from thinking that you are crossing up, when in actuallity, you are not. You are baiting him to block the cross up. So because you tricked him, half of his life is gone and you just made him look really stupid. Practice this, and use it in battle, and watch how much hate you will get.
Something interesting about OR. You can cross-up or “fake cross-up” by air dashing and cancel into the Upward coil (qcf+PP). You can keep doing this forever because once the coil hits and you throw your opponent upwards the AD resets. since you are good, you can do this till time stops.
Sounds easier than it is. lets say that you are playing Team Scrub and that damn Capcom assist and you have Cable in the corner pressuring him until… BAM Captain Corridor. Now you have to corner Cable all over again just to get with another one right? Nope. Here is the secret to avoid/punish assist.
cr. hk is gdlk to hit something long range. It beats out almost all of the assist. it is also hit confrimable with a snapback, or a omega strike. You can juggle the assist with an omega strike or if you hit the point character, you can hit him with a snapback so you can kill the assist for free!!
I’m coming up with more stuff as you read and I will be editing this
OR Teams and Best Partners
OR is versatile, but he needs an assist to be effective with the trap. So his partners are as followed.
Sentinel y- OR is gdlk with the keepaway game and a trap in the corner. Since his assist is laggy, OR has the ability to cover ground alot quicker. Probably his best assist. Sentinel with any anti-air is good, and OR’s high priority AAA is no exception.
Doom b- hk omega strike looks really good with this assist. It is a Psuedo-crossup move and it can create situations in which the chip damage is amazing. Vacuum Omega Destroy plus doom’s AAA equal 1/5.
BB Hood a- I know what you guys are thinking,“WTF is this guy stupid?” But it is really good just like Sentinel. If you want a low tier team, Or/BBHood/xxx is what you want. It is seriously REALLY GOOD. Try it. Its like crack. And now it is one of my favorite teams ever.
Cyclops b- you want some easy health? Assist then Diagonal coil for free health.
Storm a- like sentinel except less chip. Nonetheless it is desirable.
Notes from Augmint: Storm assist is better than drones - storm proj. comes out faster - lets OR do burrow + storm proj. O strike XX O Destroyer into Hail. Great damage on assists.
Other good assist: Iceman a, Capcom b, Juggernaut b, Magneto a.
OR/Cable/Sent- OR’s main role is to build meter like hell for Cable. His best team IMO.
OR/Storm/Cyclops- OR gimmick team. Easy coil combos good resets etc.
Juggs/BBHood/OR- Dao’s team. Very good for a low tier team. Build meter and then THC with BB Hood
OR/Strider/Doom- Build meter. DHC out to ouroborus
OR/Iceman/Sent- big time trapping team. Lots of chip.
Magneto/OR/Tron- solid Magnus team. Not the best
Storm/OR/Tron- gdlk. Solid AAA+Trons assist=Storms BFFS
Magneto/OR/Sentinel- Good projectiles with both mag and sent. ok
OR/SS/Zangief- Build meter and destroy with Raimenken.
OR/Zangief/Colossus- Team russia. Post by Shoestring:
Here is my team set up, O Red, Throw assist, Geif, Ground assist, Colossus, anti air assist. For the most part, the strategy I employ is to capitalize on their mistakes. Coil grabs, drain life, throw?ect. And of course the types of opponents are either rush down or run away beam. Run away beam is the hardest to play against. This is where O Red?s down forward hk, Omega strike helps allot. Side note; last night I played somebody that used BH, Commando, Iceman. Final score was 12-6; he took most of the wins. Had a hell of a time trying to get in on him.
I use O Red on point for most of the match. Hell, he?s the only one out of the three that has any kind of mobility to speak of. In all honesty, you pretty much summed him up in your overview. Drain life, throw, resets are a must. Couple of combos;
Lp, mp, (launch) sj, lp, lk, mp, air dash under opponent, (reset) lp, mp, coil grab, drain, throw up, dash, coil up?repeat until they figure out how to get out, or you screw up??lol
You can also do a Carbonadium Smasher after a throw straight up, and catch them with it on their way back down. (You?d be amazed how many people don?t block this.)
This is the basic shit.
cr. lk, cr. lk, st. fierce xxx omega strike. The damage is 39, but this combo is one HELL of a pressure string. This starts off the Omega red trap.
s. lp, s. lp, sj. lp, sj. lk, sj. lp, sj. lk, sj. lp, sj. lp xxx coil. Basic air combo into coil life drain. Mash punches for more damage. If you throw them up, you can airdash for a cross-up coil.
(OR facing corner) launch, sj. lp, sj. lk, sj. lp xxx coil, throw into corner, magic series xxx coil, throw in air. This is a good combo if you fight a really dumb Magneto. Don’t try it.
launch, sj. lp, sj. lp, sj. hp, sj. hk. Fancy aircombo that requires strict timing. Don’t try it.
w/ sentinel y
cr. lk + assist, cr. lk, fierce xxx omega strike. If you delay the assist, you can get a nice cross-up with the drones (of course if you don’t cancel omega strike)
(reset) cr. lk, cr. lk, cr. fierce + assist, sjc. IAD, drones hit and cross-up. Really sneaky shit.
w/ Tron y
- Reset cr. lk, cr. lk, fierce + assist xxx hk omega strike, cancel… The possiblities with OR/Tron is very unbelievable. With that set-up you can either cross-up or “fake cross-up” and continue the onslaught.
There is more that I will figure out and edit it.
- cr. lk, cr.lk, fierce + assist… You can either hk omega strike or do diagonal coil for free health.
There is more that I’ll put down later as time goes on.
Strategies against Top 4
Imma end up doing the Top 8 plus more, but Imma leave it at the Gods and add more to it.
Storm- When she is rushing, abuse fierce xxx Omega Strike. All she can do is start running. When she does, sj. and AD. Make sure that you cancel the dash when you see Storm start off Hail. Storm is pretty tough, but if you are careful, it will be easy.
Sentinel- is suppose to be easy. you have to get the first hit. when he flies, use anti-air Omega Strike to knock him right out of the air. Play runaway OR. Coil beats fly moves. Sent/Capcom is a little more tougher, but cr. rh beats out Capcom’s assist. as mentioned above in advance strats portion.
Cable- this guy is anti low-tier. All you can do is rushdown.
I found this helpful: http://www.shoryuken.com/showthread.php?t=188504
Magneto- Play keepaway all day long!!! Magneto can’t do shit against a good OR in the middle. I’m sorry Magnus players. BUT in the corner though…OR gets raped. Its not even funny. How do you get out the corner? Try this: sj. IAD cancel dash (most magneto players would call Psylocke at this moment), block assist, sj. IAD or call assist. This has been pretty effective for me, but you guys be the verdict. Basically, play a solid game of keepaway and you should beat Magnetos. It takes practice though.
Hagure Mentaro’s post:
Just wanted to chime in and say that when Mags is in your face, tiers start to matter much less than usual. It all comes down to how good you can block, and how lucky you can guess, and whether or not you have a curly mustache. I forget who said it first (probably Viscant), but Mag’s random shit is pretty much the great equalizer in marvel.
On that note, while there’s not much OR can do once he’s in, at least OR is pretty good (relative to low tiers) in keeping him out. AFAIK, Strike always beats Mag’s non cross-up air normals, & burrow coil used correctly can can him on the ground. I wouldn’t suggest ever draining coil against him though: a whiff is just asking for a big combo, or at least a hypergrav xx tempest (yay. mash away).
Once mags is in though, good luck. Even Strike’s startup is too long to save you much. But if you’re playing a mags who actually knows what he’s doing, when ISN’T he in your face? Fuckin’ pringles.
Cyclops- Play it like Storm. Omega strike beats his fierces, so spam away. ASOB is the thing that you need to look out for, because it can keep OR away. If you have Sentinel, it will be a hell of alot easier.
Probably his second hardest match-up, especially with Doom at his side. Strider’s moves are so much faster than OR’s, Ouroborus is anti-rush down, and if the Strider knows what he is doing, he won’t allow OR to breath. One thing that I do is abuse cr. hk. It beats out most assist and Strider is almost SOL. Play keep away, and punish Doom AS MUCH AS POSSIBLE. If he uses Orbs sj and use coil to stay in the air.
[media=youtube]bVNJr7wy1FU[/media] From :30 - 2:00. OR rape against team baby clock (IM/Strider/Doom)
[media=youtube]7-7suefXOTA[/media] Part 1
[media=youtube]SA3HfOMJnEk[/media] Part 2
[media=youtube]mFAw-X8dLz0&feature=related[/media] Dao vs. ???
Ok, so this guy is in the same tier as Rouge, Cammy, etc. After doing this. He belongs at the same tier level as Dhalsim and Anakaris. He has ridiculous priority and has versatility out of this world. The only thing keeping him out is the fact that he doesn’t give out alot of damage. Thanks for reading. I will be editing