Ultra Street Fighter IV/Omega: Difference between revisions

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= Omega Street Fighter IV =
= Omega Street Fighter IV =
Omega Mode info
Omega Mode was added to the game in the USF4 Version 1.04 patch of December 2014 as part of the Edition Select feature. Characters received drastic gameplay changes in addition to sweeping system changes that set it firmly apart from the base game. On its initial launch, several bugs plagued Omega mode causing it to be rarely played (most notably the [https://www.youtube.com/watch?v=IeAzlOyTdAY Gen infinite]). These bugs were eventually patched out, but due to its initial reputation few people returned to explore the game mode in-depth. In mid 2018, [https://www.youtube.com/c/Bafael/featured Bafael] started working on Omega SF4 guides and videos, helping to revitalize interest in the game and encouraging people to contribute their discoveries in a [https://docs.google.com/document/d/1tzFmjhOFI664OxAv6Cn-LJ86tqYc3AJCuW7RDYcSszw/edit collaborative document].
 
Many of the changes seen in Omega mode appear to have been made to test concepts for Street Fighter V. For example, Ryu has a parry, T. Hawk's moveset resembles Necalli, and Seth has many similar attributes to Urien. This also applies to system changes like easier links, faster dashes, and removal of hard knockdowns.
 
The character pages and frame data are a work in progress; the frame data sheet (including all moves, inputs, and character properties) can be found [https://docs.google.com/spreadsheets/d/1EMjOcWNOdvedIkvDJZlia21WmPbR0R-FPSHfMlbmDRU/edit#gid=1921699318&range=A1 here].
 
[[Image:USFIV-Header.png|thumb|center|150px|link=Ultra_Street_Fighter_IV|Return to USF4 Homepage]]
 
== '''Characters''' ==
 
{|
| colspan="5" |
{{OSFIVCharacterSelect}}
|-
| width="4%" |
 
| width="24%" |
* [[Ultra Street Fighter IV/Abel/Omega|Abel]]
* [[Ultra Street Fighter IV/Adon/Omega|Adon]]
* [[Ultra Street Fighter IV/Akuma/Omega|Akuma]]
* [[Ultra Street Fighter IV/Balrog/Omega|Balrog]]
* [[Ultra Street Fighter IV/Blanka/Omega|Blanka]]
* [[Ultra Street Fighter IV/C. Viper/Omega|C. Viper]]
* [[Ultra Street Fighter IV/Cammy/Omega|Cammy]]
* [[Ultra Street Fighter IV/Chun-Li/Omega|Chun-Li]]
* [[Ultra Street Fighter IV/Cody/Omega|Cody]]
* [[Ultra Street Fighter IV/Dan/Omega|Dan]]
* [[Ultra Street Fighter IV/Decapre/Omega|Decapre]]
|width="24%"|
* [[Ultra Street Fighter IV/Deejay/Omega|Dee Jay]]
* [[Ultra Street Fighter IV/Dhalsim/Omega|Dhalsim]]
* [[Ultra Street Fighter IV/Dudley/Omega|Dudley]]
* [[Ultra Street Fighter IV/E. Honda/Omega|E. Honda]]
* [[Ultra Street Fighter IV/El Fuerte/Omega|El Fuerte]]
* [[Ultra Street Fighter IV/Elena/Omega|Elena]]
* [[Ultra Street Fighter IV/Evil Ryu/Omega|Evil Ryu]]
* [[Ultra Street Fighter IV/Fei Long/Omega|Fei Long]]
* [[Ultra Street Fighter IV/Gen/Omega|Gen]]
* [[Ultra Street Fighter IV/Gouken/Omega|Gouken]]
* [[Ultra Street Fighter IV/Guile/Omega|Guile]]
|width="24%"|
* [[Ultra Street Fighter IV/Guy/Omega|Guy]]
* [[Ultra Street Fighter IV/Hakan/Omega|Hakan]]
* [[Ultra Street Fighter IV/Hugo/Omega|Hugo]]
* [[Ultra Street Fighter IV/Ibuki/Omega|Ibuki]]
* [[Ultra Street Fighter IV/Juri/Omega|Juri]]
* [[Ultra Street Fighter IV/Ken/Omega|Ken]]
* [[Ultra Street Fighter IV/M. Bison/Omega| M. Bison]]
* [[Ultra Street Fighter IV/Makoto/Omega|Makoto]]
* [[Ultra Street Fighter IV/Oni/Omega|Oni]]
* [[Ultra Street Fighter IV/Poison/Omega|Poison]]
* [[Ultra Street Fighter IV/Rolento/Omega|Rolento]]
|width="24%"|
* [[Ultra Street Fighter IV/Rose/Omega|Rose]]
* [[Ultra Street Fighter IV/Rufus/Omega|Rufus]]
* [[Ultra Street Fighter IV/Ryu/Omega|Ryu]]
* [[Ultra Street Fighter IV/Sagat/Omega|Sagat]]
* [[Ultra Street Fighter IV/Sakura/Omega|Sakura]]
* [[Ultra Street Fighter IV/Seth/Omega|Seth]]
* [[Ultra Street Fighter IV/T. Hawk/Omega|T. Hawk]]
* [[Ultra Street Fighter IV/Vega/Omega|Vega]]
* [[Ultra Street Fighter IV/Yang/Omega|Yang]]
* [[Ultra Street Fighter IV/Yun/Omega|Yun]]
* [[Ultra Street Fighter IV/Zangief/Omega|Zangief]]
|}
 


== System Changes ==
== System Changes ==
* '''Input Bufer''' - Combos and blockstrings have a buffer window that makes timing easier
* '''Input Buffer''' - Many attacks have a buffer window at the end of recovery that makes combos and blockstrings much easier. This does not apply to all attacks, but most buttons that are useful in combos/blockstrings have this buffer. This does '''NOT''' apply to defensive button presses, so frame-perfect punishes have not changed. <div class="mw-collapsible mw-collapsed" data-expandtext="Show Example" data-collapsetext="Hide Example" style="width:50%;"><div style="width:200%; padding-top:2em;">[[File:OSF4_InputBuffer_Example.mp4]]</div>
** '''3f''' extra after normals, '''4f''' extra after specials
** After normals: '''3f''' buffer
** Does not apply to a defensive button press, so frame-perfect punishes have not been made easier
** After specials: '''4f''' buffer (e.g. Ibuki's ground Kunai, Poison's flip kick)
** Some normals appear to have a bug that affects their input buffer
 
*** Decapre's 5LP/2LP are both +6 on hit, but buffered normals come out 1f early allowing for links into 7f attacks
* Unusual behavior related to buffer system:
*** Elena's 5MK buffers the followup 1f late, so a link into 2MP/2MK won't work if buffered; link must be delayed to a frame-perfect timing
** Examples of expected buffer windows that are missing: Balrog cl.5LP, T. Hawk 2LK
*** Balrog cl.5LP and T. Hawk 2LK do not allow a followup to be buffered
** El Fuerte, Gouken, and Hugo do not have buffers after their Focus Attack + Forward Dash
* '''Input Leniency''' - {{Dp}} (623) motions are much more strict, with the crouching DP input shortcut removes
** Decapre 5LP/2LP: both +6 on hit, but buffered normals come out 1f early, allowing links into 7f normals
** {{Qcf}} (236) inputs now take priority over {{Dp}} (623) inputs, making it even harder
** Elena 5MK: buffered normals come out 1f late, so a link into 2MP/2MK fails unless it is delayed to a frame-perfect timing (this also makes plinking impossible)
** There are rare exception, like C. Viper's Seismic Hammer retaining its shortcut


* '''Input Leniency''' - {{Dp}} (623) motions are much stricter, and the required timing to hit a button after a DP motion is much faster.
** This makes it feel like {{Qcf}} (236) motions take priority over DP, but 6236 can give a DP input if the button is hit quickly enough
** Crouching DP shortcuts no longer work, with a few exceptions (C. Viper Seismic Hammer, Zangief Banishing Flat)


* No '''Red Focus''' or '''Delayed Wakeup''' (mechanics introduced in USF4)
* 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
** 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
* '''Hard Knockdowns''' - most have been removed
* '''Hard Knockdowns''' - most have been removed. <div class="mw-collapsible mw-collapsed" data-expandtext="Show Example" data-collapsetext="Hide Example" style="width:50%;"><div style="width:200%; padding-top:2em;">[[File:OSF4_HKD_Example.mp4]]</div>
** Supers, Ultras, and a few EX moves still cause HKD
** Supers, Ultras, and a few EX moves still cause HKD
* '''2-Bar EX Moves''' - many characters have access to a 2-bar special attack
* '''2-Bar EX Moves''' - many characters have access to a 2-bar special attack. <div class="mw-collapsible mw-collapsed" data-expandtext="Show Example" data-collapsetext="Hide Example" style="width:50%;"><div style="width:200%; padding-top:2em;">[[File:OSF4_2Bar_Example.mp4]]</div>
** These act almost like mini-supers, usually have a cinematic effect and some cause hard knockdowns
** These act like mini-supers, usually with a cinematic effect; some cause hard knockdowns
* '''EX Move Cancels''' - some normals are cancellable only into EX Specials. <div class="mw-collapsible mw-collapsed" data-expandtext="Show Example" data-collapsetext="Hide Example" style="width:50%;"><div style="width:200%; padding-top:2em;">[[File:OSF4_EXCancel_Example.mp4]]</div>
* Many '''Supers''' have been buffed (higher damage, safer on block, new combo routes)
* Many '''Supers''' have been buffed (higher damage, safer on block, new combo routes)
* Many '''Ultras''' have fewer combo routes or have a harder time landing a full cinematic hit
* Many '''Ultras''' have fewer combo routes or have a harder time landing a full cinematic hit
* '''Throws''' - 4f extra whiff recovery (20f > 24f), and slightly shorter range
** e.g. Makoto U1 (non-cinematic combo version), Chun-Li U2 (fewer juggle routes)
* '''Throws''' - 4f extra whiff recovery (20f -> 24f), and slightly shorter range (except for Decapre and Seth). <div class="mw-collapsible mw-collapsed" data-expandtext="Show Example" data-collapsetext="Hide Example" style="width:50%;"><div style="width:200%; padding-top:2em;">[[File:OSF4_Throws_Example.mp4]]</div>
** The range difference is barely noticeable, but may occasionally affect tick throws
** The range difference is barely noticeable, but may occasionally affect tick throws




* '''Movement''' changes
* '''Movement''' changes
** Forward dashes are generally faster, and some travel farther/shorter distances
** '''Forward dashes:''' generally faster, and some have had their movement distance changed
*** Exceptions: Gen (Crane), Hakan (Oiled), Poison, and Zangief; Hugo's dash was slowed down
*** Hugo’s dash was slowed down
*** Dash speed changes usually do not apply to Focus + Dash
*** Gen (Crane), Hakan (Oiled), Poison, and Zangief dash speeds were unchanged
** Some backdashes were normalized (for example - Rose slower, Chun/Decapre/Ibuki shorter distance)
*** Does not apply to Focus + Dash (with few exceptions, like Dhalsim)
** Some walkspeed changes (Gen, Guy, Ibuki, Ken, Seth, T. Hawk)
** '''Backdashes:''' some were normalized (e.g. Rose is slower, Chun/Decapre/Ibuki travel a shorter distance)
*** A few of these are just reverting walkspeed buffs that were given in Ultra
** '''Walkspeed:''' some were changed (Ibuki, Gen, Seth) or had their USF4 speed buffs reverted (Guy, Ken, T. Hawk)
** Some jump speed/distance changes (Adon, Cody, Elena, Gen, Guy, Hugo, Ibuki, Yang, Zangief)
** '''Jumps:''' some had their speed/distance changed (Adon, Cody, Elena, Gen, Guy, Hugo, Ibuki, Yang, Zangief)




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*** Still works after EX reversals, and Ibuki can cancel her invincible MK Kazekiri into Air Super
*** Still works after EX reversals, and Ibuki can cancel her invincible MK Kazekiri into Air Super
** Focus + Backdash has no invincibility, and is usually airborne for a shorter time
** Focus + Backdash has no invincibility, and is usually airborne for a shorter time
*** However, the backdash itself is usually a bit faster
*** However, focus backdashes generally have faster recovery






{{Navbox-USFIV}}
{{Navbox-OSFIV}}
[[Category: Ultra Street Fighter IV]]
[[Category: Ultra Street Fighter IV]]
[[Category: Street Fighter IV series]]
[[Category: Street Fighter IV series]]

Latest revision as of 08:06, 24 November 2022

Ultra Street Fighter IV/OmegaOmegaSF4 Header.png

Omega Street Fighter IV

Omega Mode was added to the game in the USF4 Version 1.04 patch of December 2014 as part of the Edition Select feature. Characters received drastic gameplay changes in addition to sweeping system changes that set it firmly apart from the base game. On its initial launch, several bugs plagued Omega mode causing it to be rarely played (most notably the Gen infinite). These bugs were eventually patched out, but due to its initial reputation few people returned to explore the game mode in-depth. In mid 2018, Bafael started working on Omega SF4 guides and videos, helping to revitalize interest in the game and encouraging people to contribute their discoveries in a collaborative document.

Many of the changes seen in Omega mode appear to have been made to test concepts for Street Fighter V. For example, Ryu has a parry, T. Hawk's moveset resembles Necalli, and Seth has many similar attributes to Urien. This also applies to system changes like easier links, faster dashes, and removal of hard knockdowns.

The character pages and frame data are a work in progress; the frame data sheet (including all moves, inputs, and character properties) can be found here.

Return to USF4 Homepage

Characters

OSFIV-Decapre Face.png
OSFIV-Ryu Face.png
OSFIV-Ken Face.png
OSFIV-EHonda Face.png
OSFIV-Ibuki Face.png
OSFIV-Makoto Face.png
OSFIV-Dudley Face.png
OSFIV-Seth Face.png
OSFIV-Gouken Face.png
OSFIV-Akuma Face.png
OSFIV-Gen Face.png
OSFIV-Dan Face.png
OSFIV-Sakura Face.png
OSFIV-Oni Face.png
OSFIV-Elena Face.png
OSFIV-Yun Face.png
OSFIV-Juri Face.png
OSFIV-ChunLi Face.png
OSFIV-Dhalsim Face.png
OSFIV-Abel Face.png
OSFIV-CViper Face.png
OSFIV-MBison Face.png
OSFIV-Sagat Face.png
OSFIV-Cammy Face.png
OSFIV-DeeJay Face.png
OSFIV-Cody Face.png
OSFIV-Guy Face.png
OSFIV-Hakan Face.png
OSFIV-Rolento Face.png
OSFIV-Poison Face.png
OSFIV-Evil Ryu Face.png
OSFIV-Guile Face.png
OSFIV-Blanka Face.png
OSFIV-Zangief Face.png
OSFIV-Rufus Face.png
OSFIV-ElFuerte Face.png
OSFIV-Vega Face.png
OSFIV-Balrog Face.png
OSFIV-FeiLong Face.png
OSFIV-THawk Face.png
OSFIV-Adon Face.png
OSFIV-Rose Face.png
OSFIV-Yang Face.png
OSFIV-Hugo Face.png

 


System Changes

  • Input Buffer - Many attacks have a buffer window at the end of recovery that makes combos and blockstrings much easier. This does not apply to all attacks, but most buttons that are useful in combos/blockstrings have this buffer. This does NOT apply to defensive button presses, so frame-perfect punishes have not changed.
    • After normals: 3f buffer
    • After specials: 4f buffer (e.g. Ibuki's ground Kunai, Poison's flip kick)
  • Unusual behavior related to buffer system:
    • Examples of expected buffer windows that are missing: Balrog cl.5LP, T. Hawk 2LK
    • El Fuerte, Gouken, and Hugo do not have buffers after their Focus Attack + Forward Dash
    • Decapre 5LP/2LP: both +6 on hit, but buffered normals come out 1f early, allowing links into 7f normals
    • Elena 5MK: buffered normals come out 1f late, so a link into 2MP/2MK fails unless it is delayed to a frame-perfect timing (this also makes plinking impossible)
  • Input Leniency - Dp.png (623) motions are much stricter, and the required timing to hit a button after a DP motion is much faster.
    • This makes it feel like Qcf.png (236) motions take priority over DP, but 6236 can give a DP input if the button is hit quickly enough
    • Crouching DP shortcuts no longer work, with a few exceptions (C. Viper Seismic Hammer, Zangief Banishing Flat)
  • 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
  • Hard Knockdowns - most have been removed.
    • Supers, Ultras, and a few EX moves still cause HKD
  • 2-Bar EX Moves - many characters have access to a 2-bar special attack.
    • These act like mini-supers, usually with a cinematic effect; some cause hard knockdowns
  • EX Move Cancels - some normals are cancellable only into EX Specials.
  • Many Supers have been buffed (higher damage, safer on block, new combo routes)
  • Many Ultras have fewer combo routes or have a harder time landing a full cinematic hit
    • e.g. Makoto U1 (non-cinematic combo version), Chun-Li U2 (fewer juggle routes)
  • Throws - 4f extra whiff recovery (20f -> 24f), and slightly shorter range (except for Decapre and Seth).
    • The range difference is barely noticeable, but may occasionally affect tick throws


  • Movement changes
    • Forward dashes: generally faster, and some have had their movement distance changed
      • Hugo’s dash was slowed down
      • Gen (Crane), Hakan (Oiled), Poison, and Zangief dash speeds were unchanged
      • Does not apply to Focus + Dash (with few exceptions, like Dhalsim)
    • Backdashes: some were normalized (e.g. Rose is slower, Chun/Decapre/Ibuki travel a shorter distance)
    • Walkspeed: some were changed (Ibuki, Gen, Seth) or had their USF4 speed buffs reverted (Guy, Ken, T. Hawk)
    • Jumps: some had their speed/distance changed (Adon, Cody, Elena, Gen, Guy, Hugo, Ibuki, Yang, Zangief)


  • Focus changes
    • Lv. 1 Focus Attack knocks down on hit/counterhit (except Oiled Hakan)
    • FADC/Super cancel does not work from invincible meterless DPs on block
      • Still works after EX reversals, and Ibuki can cancel her invincible MK Kazekiri into Air Super
    • Focus + Backdash has no invincibility, and is usually airborne for a shorter time
      • However, focus backdashes generally have faster recovery


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Characters
Abel
Adon
Akuma
Balrog
Blanka
C. Viper
Cammy
Chun-Li
Cody
Dan
Decapre
Deejay
Dhalsim
Dudley
E. Honda
El Fuerte
Elena
Evil Ryu
Fei Long
Gen
Gouken
Guile
Guy
Hakan
Hugo
Ibuki
Juri
Ken
M. Bison
Makoto
Oni
Poison
Rolento
Rose
Rufus
Ryu
Sagat
Sakura
Seth
T. Hawk
Vega
Yang
Yun
Zangief