Ultra Street Fighter IV/Omega

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Ultra Street Fighter IVUSFIV-Header.png

Omega Street Fighter IV

Omega Mode info

System Changes

  • Input Bufer - Combos and blockstrings have a buffer window that makes timing easier
    • 3f extra after normals, 4f extra after specials
    • Does not apply to a defensive button press, so frame-perfect punishes have not been made easier
    • 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
      • 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
      • Balrog cl.5LP and T. Hawk 2LK do not allow a followup to be buffered
  • Input Leniency - Dp.png (623) motions are much more strict, with the crouching DP input shortcut removes
    • Qcf.png (236) inputs now take priority over Dp.png (623) inputs, making it even harder
    • There are rare exception, like C. Viper's Seismic Hammer retaining its shortcut


  • 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 almost like mini-supers, usually have a cinematic effect and some cause hard knockdowns
  • 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
  • Throws - 4f extra whiff recovery (20f > 24f), and slightly shorter range
    • The range difference is barely noticeable, but may occasionally affect tick throws


  • Movement changes
    • Forward dashes are generally faster, and some travel farther/shorter distances
      • Exceptions: Gen (Crane), Hakan (Oiled), Poison, and Zangief; Hugo's dash was slowed down
      • Dash speed changes usually do not apply to Focus + Dash
    • Some backdashes were normalized (for example - Rose slower, Chun/Decapre/Ibuki shorter distance)
    • Some walkspeed changes (Gen, Guy, Ibuki, Ken, Seth, T. Hawk)
      • A few of these are just reverting walkspeed buffs that were given in Ultra
    • Some jump speed/distance changes (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, the backdash itself is usually a bit faster


Game Navigation

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Omega Mode
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