Mortal Kombat 1/Omni-Man

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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 an aggressive Rushdown/Brawler character with 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 slow F2 Overhead is unsafe but instantly travels nearly fullscreen and can cross over to the other side to hit the opponent if close enough to them; this is complemented by his F3 which hits Low-Mid and is cancellable on the first hit for safety, and a wide variety of safe/plus High, Mid, and Overhead strings (S12, B11/B12, S22, F41) which he can freely stagger to pressure, whiff-punish, and/or confirm into kombos. His EX BF2 is a fast armored reversal that can lead to kombos with the right Kameo. The core of Omni-Man's gameplay is his Viltrumite Stance (DB3), a stance that automatically dodges projectiles (as well as most strikes except for jump attacks when Enhanced) and can cancel into a variety of options that may track the opponent’s position (and can be used in special cancels to extend/end kombos). The stance can also be quickly cancelled to mix opponents and/or play more defensively by acting as a spot dodge. Omni-Man can access all grounded specials while airborne and also has as a forward/backward air dash that provides fast mobility and can hit opponents for a kombo extension.

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: S12 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 kombo off his F2 in the corner or midscreen 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 fullscreen 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: Unlike Nitara, his airdash is solely used for extending kombos and is a weak mobility tool for escaping the corner as it has a lot of recovery on whiff.
Omni-Man
Mk1 Omni-Man portrait.png
Base Health 1000
Availability

Normals and Strings

Grounded

1

1
Standing Front Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - H - - - -

d1
Crouching Front Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

2

2
Standing Back Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

d2
Crouching Back Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

3

3
Standing Front Kick
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

d3
Crouching Front Kick
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

4

4
Standing Back Kick
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

d4
Crouching Back Kick
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - {{{flawlessBlockAdv}}} -

Aerial

j1

j1
Jumping Front Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

j2

j2
Jumping Back Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

j3

j3
Jumping Front Kick
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - OH - - - -

j4

j4
Jumping Back Kick
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - OH - - - -



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