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Omega Mode info | Omega Mode info | ||
== System Changes == | |||
* '''Input Bufer''' - | |||
* '''Input Leniency''' - {{Dp}} (623) motions are much more strict, with the crouching DP input shortcut removes | |||
** {{Qcf}} (236) inputs now take priority over {{Dp}} (623) inputs, making it even harder | |||
* '''Hard Knockdowns''' - most have been removed | |||
** Supers, Ultras, and a few EX moves still cause HKD | |||
* '''Throws''' - 4f extra whiff recovery (20f > 24f), and slightly shorter range | |||
** The range difference is barely noticeable, but may occasionally affect tick throws | |||
* No '''Red Focus''' or '''Delayed Wakeup''' (mechanics introduced in USF4) | |||
** Omega characters can still delay wakeup against an Ultra character, since this mechanic is tied to the move that knocks down rather than the character waking up | |||
{{Navbox-USFIV}} | {{Navbox-USFIV}} | ||
[[Category: Ultra Street Fighter IV]] | [[Category: Ultra Street Fighter IV]] | ||
[[Category: Street Fighter IV series]] | [[Category: Street Fighter IV series]] |
Revision as of 15:37, 17 April 2022

Omega Street Fighter IV
Omega Mode info
System Changes
- Input Bufer -
- Input Leniency -
(623) motions are much more strict, with the crouching DP input shortcut removes
(236) inputs now take priority over
(623) inputs, making it even harder
- Hard Knockdowns - most have been removed
- Supers, Ultras, and a few EX moves still cause HKD
- Throws - 4f extra whiff recovery (20f > 24f), and slightly shorter range
- The range difference is barely noticeable, but may occasionally affect tick throws
- No Red Focus or Delayed Wakeup (mechanics introduced in USF4)
- Omega characters can still delay wakeup against an Ultra character, since this mechanic is tied to the move that knocks down rather than the character waking up