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

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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
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|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
  • 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.