Mortal Kombat 1/Omni-Man/Introduction: Difference between revisions

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{{ProConTable
{{ProConTable
|pros=
|pros=
* '''Flying Gorilla:''' Viltrumite Stance 3 and F+BLK lets him get in at will, with Kameos allowing his other approach options like VS2/4 and Invincible Rush to become safe or even plus. The variety of options he has to accomplish this also means the opponent has to be on their toes to properly defend against him;
* '''Flying Gorilla:''' Viltrumite Stance's 3 and F+BLK options lets him get in at will, with Kameos allowing his other approach options like VS2/4 and Invincible Rush to become safe or even plus. The variety of options he has to accomplish this also means the opponent has to be on their toes to properly defend against him;
* '''It's Clobbering Time:''' 12 being plus on block allows him to stagger and enforce strike/throw when he inevitably gets in. He also has a selection of launching mid strings which are safe on block and serve as strong whiff punishers;
* '''Solid Pressure Strings:''' 12 being plus on block allows him to stagger and enforce strike/throw when he inevitably gets in. He also has a selection of launching mid strings which are safe on block and serve as strong whiff punishers;
* '''Mix-up Potential?:''' Khaos Reigns allows him to combo off his F2 in the corner or mid-screen using a Kameo; considering he can already convert off his F3 Low-Mid, he can really pile on the hurt once he gets in;
* '''Mix-up Potential:''' Already having a high damage B4 sweep and a low launching B3, Khaos Reigns allows him to combo off his F2 in the corner or mid-screen using a Kameo; he also favors Kameos which enable hard-to-block setups with his ground pound;
* '''Almost Invincible:''' Viltrumite Stance allows him to turtle against projectiles and even get damage if he can react to them quickly enough. Enhancing it makes him immune to grounded High and Mid attacks, giving him a valuable lifeline or stalling tool if meter permits;
* '''Almost Invincible:''' Viltrumite Stance allows him to turtle against projectiles and even get damage if he can react to them quickly enough. Enhancing it makes him immune to grounded High and Mid attacks, giving him a valuable lifeline or stalling tool if meter permits;
* '''Meter Independent:''' Omni-Man has little need for Super Meter in his gameplan, allowing him to save it for Armored Reversals and Breakers;
* '''Meter Independent:''' Omni-Man has little need for Super Meter in his gameplan, allowing him to save it for Armored Reversals and Breakers;
* '''Full Screen Super:''' If you so much as breathe at the wrong time, Omni-Man's full screen Fatal Blow will destroy you.
* '''Full Screen Super:''' If you so much as breathe at the wrong time, Omni-Man's full screen Fatal Blow will destroy you.
|cons=
|cons=
* '''Has to Get In:''' He does not play well from a life deficit, as he has no true projectile and his moveset is laser-focused on getting in. If his opponent has a good read on his approach, he will get blown up for his mistakes;
* '''Has to Get In:''' He does not play well from a life deficit, as he has no true projectile in his base kit and his moveset is laser-focused on getting in. If his opponent has a good read on his approach, he will get blown up for his mistakes;
* '''Has "OK" Damage:''' For being the strongest superhero of his Earth, Omni-Man's damage isn't especially noteworthy and his use of meter to increase it doesn't result in the best return on investment. The slow startup on Fatal Blow also makes it difficult to route into as you either confirm a string directly into it or you have to manually time it after VS1, which is dangerous if you drop it;
* '''Has "OK" Damage:''' For being the strongest superhero of his Earth, Omni-Man's damage isn't especially noteworthy and his use of meter to increase it doesn't result in the best return on investment. The slow startup on Fatal Blow also makes it difficult to route into;
* '''This Isn't Guilty Gear:''' Yes he does have an airdash, but unlike Nitara, its sole use is for extending combos; it is not a mobility tool for escaping the corner as it has a lot of recovery on whiff;
* '''Limited Air Mobility:''' Yes he does have an airdash, but unlike Nitara, its sole use is for extending combos; it is a weak mobility tool for escaping the corner as it has a lot of recovery on whiff.
}}
}}

Revision as of 20:15, 4 October 2024

Introduction

Viltrumite Warrior

"Viltrumite warrior Nolan Grayson, better known as the superhero Omni-Man, long fought to protect his adopted home as one of Earth’s most powerful champions. He even raised his son, the hero known as Invincible, to follow in his footsteps and carry on his legacy. But Omni-Man’s true mission was never benevolence — it was conquest. And the Viltrum Empire, hungry for expansion, has no intention of stopping at Earthrealm."

As Mortal Kombat 1's first of two Superman-inspired fighters, Omni-Man leans into the "Flying Brick" angle in his moveset, with a plethora of special moves designed to fly right at his opponents in order to brutalize them. All of his grounded special moves are also usable from the air and he also has an air dash which is used primarily for combo extensions. The core of Omni-Man's gameplay is his Viltrumite Stance, a stance which dodges projectiles (and certain strikes when Enhanced), can start combos and can let him teleport behind his opponents. With the variety of options from the stance at his disposal, he can demand the opponent's attention from full screen, putting the burden of defending against his approach on them. The stance also makes him an effective turtle once he gets a life lead and is cancellable to fake opponents out. Once Omni-Man gets in, he has several buttons and strings with safe or plus frames to pressure opponents with such as 12 and B11/B12. In the mid-range, he has a great launching whiff punisher with F41.

Strengths Weaknesses
  • Flying Gorilla: Viltrumite Stance's 3 and F+BLK options lets him get in at will, with Kameos allowing his other approach options like VS2/4 and Invincible Rush to become safe or even plus. The variety of options he has to accomplish this also means the opponent has to be on their toes to properly defend against him;
  • Solid Pressure Strings: 12 being plus on block allows him to stagger and enforce strike/throw when he inevitably gets in. He also has a selection of launching mid strings which are safe on block and serve as strong whiff punishers;
  • Mix-up Potential: Already having a high damage B4 sweep and a low launching B3, Khaos Reigns allows him to combo off his F2 in the corner or mid-screen using a Kameo; he also favors Kameos which enable hard-to-block setups with his ground pound;
  • Almost Invincible: Viltrumite Stance allows him to turtle against projectiles and even get damage if he can react to them quickly enough. Enhancing it makes him immune to grounded High and Mid attacks, giving him a valuable lifeline or stalling tool if meter permits;
  • Meter Independent: Omni-Man has little need for Super Meter in his gameplan, allowing him to save it for Armored Reversals and Breakers;
  • Full Screen Super: If you so much as breathe at the wrong time, Omni-Man's full screen Fatal Blow will destroy you.
  • Has to Get In: He does not play well from a life deficit, as he has no true projectile in his base kit and his moveset is laser-focused on getting in. If his opponent has a good read on his approach, he will get blown up for his mistakes;
  • Has "OK" Damage: For being the strongest superhero of his Earth, Omni-Man's damage isn't especially noteworthy and his use of meter to increase it doesn't result in the best return on investment. The slow startup on Fatal Blow also makes it difficult to route into;
  • Limited Air Mobility: Yes he does have an airdash, but unlike Nitara, its sole use is for extending combos; it is a weak mobility tool for escaping the corner as it has a lot of recovery on whiff.