(→Introduction: edited Intro overview) |
|||
Line 5: | Line 5: | ||
Omni-Man is a '''rushdown/mixup''' archetype that combines elements of a '''brawler''' with having several moves designed to quickly fly right at his opponents, potentially enforcing mixups and/or having unreactable movement to open the opponent up for damaging kombos; although many of these moves are either unsafe or have slow startup, they can occur quickly and travel a far distance (potentially covered by Kameo assists) making them hard to deal with. His 28f Overhead F2 is unsafe but instantly travels nearly fullscreen and crosses over to the other side to hit the opponent when close enough to them; other useful tools that allow him to play the grounded neutral game and advance forward include a 14f Low-Mid F3 that is unsafe but can be harder to punish with its hitbox/pushback and is special-cancellable after the first hit, a s.12 stagger that is +3 on on block, safe/jailing High-Overhead s.22 and Mid-High B11 staggers that can hit opponents attempting to kounter the gap without armor and lead to kombos, a '''meaty''' 17f Mid F4 stagger with a safe launcher, and a fast EX BF2 '''armor reversal'''. Omni-Man can access all grounded specials while airborne as well as a forward/backward '''air dash''' that provides fast mobility and can hit the opponent for an aerial kombo extension. The core of Omni-Man's gameplay is his '''Viltrumite Stance''' (DB3), a stance which will automatically dodge projectiles (as well as most strikes except for jump attacks when Enhanced) and can be cancelled into a variety of options that can quickly '''track''' to the opponent’s position and/or be used in special cancels to extend/end kombos. | Omni-Man is a '''rushdown/mixup''' archetype that combines elements of a '''brawler''' with having several moves designed to quickly fly right at his opponents, potentially enforcing mixups and/or having unreactable movement to open the opponent up for damaging kombos; although many of these moves are either unsafe or have slow startup, they can occur quickly and travel a far distance (potentially covered by Kameo assists) making them hard to deal with. His 28f Overhead F2 is unsafe but instantly travels nearly fullscreen and crosses over to the other side to hit the opponent when close enough to them; other useful tools that allow him to play the grounded neutral game and advance forward include a 14f Low-Mid F3 that is unsafe but can be harder to punish with its hitbox/pushback and is special-cancellable after the first hit, a s.12 stagger that is +3 on on block, safe/jailing High-Overhead s.22 and Mid-High B11 staggers that can hit opponents attempting to kounter the gap without armor and lead to kombos, a '''meaty''' 17f Mid F4 stagger with a safe launcher, and a fast EX BF2 '''armor reversal'''. Omni-Man can access all grounded specials while airborne as well as a forward/backward '''air dash''' that provides fast mobility and can hit the opponent for an aerial kombo extension. The core of Omni-Man's gameplay is his '''Viltrumite Stance''' (DB3), a stance which will automatically dodge projectiles (as well as most strikes except for jump attacks when Enhanced) and can be cancelled into a variety of options that can quickly '''track''' to the opponent’s position and/or be used in special cancels to extend/end kombos. | ||
The stance can also be quickly cancelled to mix up the opponent and/or play more defensively by acting as a '''spot dodge'''. | The stance can also be quickly cancelled to mix up the opponent and/or play more defensively by acting as a '''spot dodge'''. | ||
{{ProConTable | {{ProConTable | ||
|pros= | |pros= |
Revision as of 17:40, 4 February 2025
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."
Omni-Man is a rushdown/mixup archetype that combines elements of a brawler with having several moves designed to quickly fly right at his opponents, potentially enforcing mixups and/or having unreactable movement to open the opponent up for damaging kombos; although many of these moves are either unsafe or have slow startup, they can occur quickly and travel a far distance (potentially covered by Kameo assists) making them hard to deal with. His 28f Overhead F2 is unsafe but instantly travels nearly fullscreen and crosses over to the other side to hit the opponent when close enough to them; other useful tools that allow him to play the grounded neutral game and advance forward include a 14f Low-Mid F3 that is unsafe but can be harder to punish with its hitbox/pushback and is special-cancellable after the first hit, a s.12 stagger that is +3 on on block, safe/jailing High-Overhead s.22 and Mid-High B11 staggers that can hit opponents attempting to kounter the gap without armor and lead to kombos, a meaty 17f Mid F4 stagger with a safe launcher, and a fast EX BF2 armor reversal. Omni-Man can access all grounded specials while airborne as well as a forward/backward air dash that provides fast mobility and can hit the opponent for an aerial kombo extension. The core of Omni-Man's gameplay is his Viltrumite Stance (DB3), a stance which will automatically dodge projectiles (as well as most strikes except for jump attacks when Enhanced) and can be cancelled into a variety of options that can quickly track to the opponent’s position and/or be used in special cancels to extend/end kombos. The stance can also be quickly cancelled to mix up the opponent and/or play more defensively by acting as a spot dodge.
Strengths | Weaknesses |
---|---|
|
|