
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.
Characters
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System Changes
- Input Bufer - Combos and blockstrings have a buffer window that makes timing easier
- After normals: 3f buffer
- After specials: 4f buffer
- Buffer does not apply to defensive button presses, 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 and link into 7f normals
- Buffers after Elena’s 5MK come out 1f late, so a link into 2MP/2MK fails unless it is delayed to a frame-perfect timing
- Balrog cl.5LP and T. Hawk 2LK do not allow a followup to be buffered
- Input Leniency -
(623) motions are much stricter and have no crouching DP input shortcut (with a few exceptions like C. Viper’s Seismic Hammer)
(236) inputs now take priority over
(623) inputs, so most DPs must end in down + forward to avoid special move overlap
- 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
- 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 have had their movement distance changed
- Exceptions: Hugo’s dash is slower; Gen (Crane), Hakan (Oiled), Poison, and Zangief dashes remain the same speed
- Dash speed changes usually do not apply to Focus + Dash
- Some backdashes were normalized (for example - Rose is slower, Chun/Decapre/Ibuki travel a shorter distance)
- Some walkspeeds were changed (Gen, Guy, Ibuki, Ken, Seth, T. Hawk)
- A few of these are just reverting walkspeed buffs that were given in Ultra
- Some jumps had their speed/distance changed (Adon, Cody, Elena, Gen, Guy, Hugo, Ibuki, Yang, Zangief)
- Forward dashes are generally faster, and some have had their movement distance changed
- 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