OMEGA RED
"Reach Out and Touch Someone"

AAAAAAHHHHHHHH yeah, this was my guy when X-men Children of the Atom was out. Though he has some cheesy recovery time, he's still one of the most fun and most misunderstood characters of the game. Misunderstood???? Why yes he is. Let's call him Red. RED, hasn't been buffed up in power, or abilities, just improved to take care of Weapon X if they ever cross paths. Red's buttons do not argument each other such as in set ups and combos, but they have their own uniqueness that can be used alone or in combos. Either way is still effective.
I've seen old school Street Fighter player who doesn't know how to launch but they still kick everyone's ass with him. Red's Air Superiority only rivals with Chun Li if you play him right. I think Red needs as much speed as possible. This guy is bulky and has odd and angular attacks. There are ways be beat Red and you don't have to be a master to do it. Trust me, I've been ass whipped many times by people with the basics. And that's the key to beating him. On the other hand, Red is not designed to be one of those characters that only need 3 buttons to play. You must utilize his entire arsenal to survive cuz they play a vital role in winning and intimidation. Let's venture into the man who can give you a firm handshake from across the street.

------RED'S 6 BUTTON LINE UP------
Ok, here are what every button does for the Omega one and the advantages and disadvantages of them:
JAB- Dagger Jab is what it's called and it's very effective for a set up. It looks slow but has good range and decent speed. Use it to get out of binds or counter. Once it connects rush in with standing strong punch to uppercut him.
DUCKING JAB- Crouching Dagger. It's slower than standing up but it's well hidden and hard to see when he uses it.
AIR JAB- Coil twirl. Great range and longer duration with no recovery. Best jab in the game.
STRONG- The standing uppercut that launches in the air. This is not effective unless it's linked to a jab or short kick. It also has confusing hit range so opponents can jump over your fist and hit you. OUUUUUCH. What?! No way Sterling! This has got to be one of the most effective launcheres in the game! Red takes a step forward before uppercutting so it gives him tremendous range! I know cause I've been the victim of this launcher way too often!
DUCKING STRONG- Omega Upper is not a launcher but a defensive attack. Anyone who jumps will get tagged by this one if they expect the standing uppercut. Omega extracts a coil and sends it up toward you. Very effective but not too many people use it. Tag 'em with that hit and roll to a vertical Omega Strike to launch them... but you'll have to be quick to take advantage of air comboing your victim.
AIR STRONG- This air upper pushes them up higher to set up for a coil grab or the air fierce. If you time it right and immediately link, you can pull off the Carbonanium Smasher.
FIERCE- Submission Whip has awsome range and it stops all in their tracks. Don't try to use your coils to wrap them, it won't work unless they just don't block. Use Horizontal Omega Strike to pummel them to the ground. Or to psyche them out, use the whip then standing roundhouse, then use the Omega Strike on them. KICK ASS WWWHHHaaaaaahahahahahahaha!
DUCKING FIERCE- Coil spin has an advantage that not many other characters have...to lean over and attack and it still is considered by the computer that it's an uppercut. Use this move to whip them into shape for a succession of hits. You can't touch him doing this unless you clear all the coils spinning so it can be used to counter a jumpkick. It's faster than his standing fierce and I like using it when someone is too close and uses a fierce or roundhouse. Try to pin them to the corner and hit them with it for maximum damage. One sure fire way to combo this is ducking forward kick and instantly roll into the ducking fierce. Smooth transition and it hurts!
AIR FIERCE- Omega fury. This move is impressive in a combo and does excellent damage if all hit. But it has a lag period when he starts it so anticipate or get knocked silly.
SHORT KICK- This thigh kick is almost useless unless you are airborne. It's slow for a short kick and doesn't link well with other buttons. However, it's great in the air.
DUCKING SHORT KICK- Same problem but this hit is usually well hidden and unpredictable.
AIR SHORT KICK- YES! Just as effective as air jab but I'd rather use it to link all 3 air kicks.
FORWARD KICK- Excellent range for a kick and it's hard to hit him when he does it cuz his foot covers him. Good for countering running jumps but occasionally you'll both get hit simultaneously from each other's attack.
DUCKING FORWARD KICK- Red's mock sweep is very good and very deceptive. Those who do not play Red will interpret this move as his roundhouse and will try to counter attack but that's when you lay on the ducking fierce hahahahaha!
AIR FORWARD KICK- Good range and has good air priority over attacks.
ROUNDHOUSE- Omega's double foot sting has super range and can link straight to omega strike. Use it cautiously though. If it's not linked with omega strike, it has a high recovery time.
DUCKING ROUNDHOUSE- Snake in the grass!!! this move is cool. Crouching back will shoot them up close to you, crouching straight down will do it in the middle of the screen and crouching forward will do it on the other side of the screen. Try this next time to lock your opponent on the ground. Standing roundhouse, then omega strike. Retract back to where you were standing by pressing roundhouse again and then crouch forward and press roundhouse to do the snake in the grass on the other side of the screen. The first two will connect, the third will connect only if he doesn't expect it. Usually they don't because they will try to run or jump back after you or feel that they are our of harm's way and try their super. I love this trick. It's not really a combo but all three roundhouses hurt bad and puts the fear factor on your victim.
AIR ROUNDHOUSE- The big Chernobyl foot!!!! This sucker has some range and power on it. Use this for a throwing them off guard or if they are under you. It just looks like it hurts!

--------COIL GRAB TECHNIQUES----------
When you grab someone with the coils you can control how you throw them. Here are a few quickies tricks to use. OH and one reminder, don't forget to drain them of something before you throw them. Tap a couple of times on punches for energy drain and kicks for super meter drain. Many people don't know you can do that and throw them but you have to be quick and watch your time. Anyways:
Throw up and as they comedown thinking that they've been spared, VERTICAL OMEGA STRIKE HAHAHAHAHAHA!
The easiest way to slam them on both sides is by quickly rocking the joystick back and forth like you just did a ryu fireball and when into a hurricane kick.
If you are close to a wall, press towards the wall then do CARBONANIUM SMASHER HAHAHAHAHA! It's hard to time but it works great and scares the hell out of you tearjerking opponent.
COMBO: jab, strong, then coil grab, quick drain, then throw them to the ground only to secure their position. I hate to admit it but yeah....Omega Red has one of the most painful air combos in the game! Even Dan's AC's do less damage than Red's! If you're an Omega Red player, get to know how to air combo his coils! Trust me, this is all you really need to know in order to win! Red's incredibly effective launcher, paired with his incredibly painful air combo equals an opponent who is dead in four or five air combos! Keep jabbing them with the Jab and as soon as one hits, Launch! Launch! Launch!

-----------OMEGA'S CANDY SMASHER-----------
Remember jumping roundhouse? Jump kick you opponent deep and hope he blocks. Once he blocks it he'll think "Oh, this is candy, I can counter this!" WRONG!!!!
CARBONANIUM SMASHER HAHAHAHAHAHAHAHA! This works well with tall characters and If the don't block, do it anyway. Cuz you're so close it may pull off.

----------COMBO REASONING--------
Ok, let's get it straight on why and when you should use one combo instead of the other once you launch them. If you are looking for dizziness or combo points, do all punch combos starting with jab, then strong then fierce. But make sure you don't jump too high because his fierce can miss often. Time the jump once you launched them. Now gain Super Meter energy or make sure you got a definite hit, use the universal combo mentioned in the Introduction of this Corner. Also, use the universal combo on small characters like Chun Li, Wolvie, and Sakura. Fierce will miss them. Once you nail then with that universal combo, try to coil grab them on your way down.

--------NO FIREBALLS FOR YOU!!!!---------
If you see a fireball like ryu's, Chun Li's or Hulk's ground upheaval go immediately into OMEGA DESTROYER HAHAHAHA! It will negate any projectile coming at you...I take that back. Cyclops and Blackheart's energy beams will hit you and hopefully your destroyer will hit them at the same time.

---------THE FACE OFF WITH WEAPON X---------
Red is designed to match up with wolverine but you have to keep in mind that you cannot stay in one place with omega. He's equipped to put Wolverine in a rock and a hard place and letting Wolverine run all over the place is not going to cut it. Here's some tips to putting Logan out of commission:

Never anticipate- Wolverine can change his spots like a mood ring in the summertime. You'll have to bum rush him and lock him in a corner. If the player runs toward you a lot, let him come but lock him down with your jabs, strongs and ducking kicks. Jump in on him when available with the jab and launch him. If he tries to run out of the corner when you jump towards him, coil grab him to keep him in check. If he's sizing you up for a launch, double tap to make an air dash.

Don't walk under him- Hell, don't even run. Red is to slow and bulky to maneuver under a jump attack by wolverine. Stand your ground and use ducking strong punch to lash a quick coil at him or standing forward kick. That'll make him think twice.
Try using the Carbon Smasher instead of Omega destroyer- When you have the opportunity of course. If wolverine blocks the Destroyer, a good player can quickly roll into weapon X and bum rush Red. So make sure if you have to use it, make sure you use Destroyer while Wolverine is in the air somewhere.

-----------DOUBLE TEAM TREATCHERY---------
Let Omega Red be the second person to come out when you do your double team super. Some opponents will get hit because they are use to everyone's super ending at generally the same time. Not Red's. He likes to be original and his Destroyer will last an extra 2.5 seconds. That's way too much time...but it works. Uh huh...he is without a doubt one of the best safety net partners in the game when it comes to team supers! Everyone is safe from counter attack if he's their partner!

----------THE HIGHER THE BETTER-----------
We usually see Carbonium Smasher from the bottom of the screen. But did you know that the higher you do, the more damage is done? I saw one Omega player face a Ryu player. Ryu super jumped to the top with Omega and tried to hurricane kick him. Omega blocked, did his alpha (or the advancing guard) immediately to get off the kick and immediately went into the Smasher. This was great I had never seen the Smasher from such high heights and the damage rivals the super spinning pile driver! So aim for the skies!

There's more combos out there so be sure to check up on them often. Now for those who despise Red and want a bullet in his head. Hey! I want a bullet in his head!

---------BASICS ARE THE KEY---------
Want to defeat Red without sweatin? You have to stay on the fundamentals. You try all that glamour stuff (and a lot of people will), Red's going to catch you and school you on how it's really done. So for all your Shokotan Players, go old school using street fighter 2 and alpha strategies. If you can, jump over him just enough and kick him in his back before the computer turns him around.

Everyone else stick to your root combos and counter attack when he is at his weakest (missed coil grab, omega strike, and his roundhouse kick). We'll get into personal strategies later. When trying to counter air combo, keep a safe distance cuz Red's throwing range is very good and could catch you in a heart beat. Run and jump attack into Red. Those who can't utilize all 6 buttons will get beaten down quickly.

---------LAUNCH THIS BABY---------
To keep from harm's way, stay under Red when he jumps. Not many use the upward or downward coil grabs so you can launch them in the air. This doesn't work when facing the computer. He will definitely grab you!!!! Hmmm....this isn't really that safe to do. The best bet against Omega Red is to hit and run, stick and move y'know? I agree that you should launch him often, but the problem is that if a good Omega Red player doesn't want you to do something, you won't be able to do it! He'll use Omega Strike's and coils to keep you guessing and to top it off, Omega Red has an air throw range that rivals even Dan's! My advice is to be very very careful and capitalize on the huge recovery lags of his special moves.

----------NEVER COUNTER THE SMASHER----------
All Omega fans know about the no recovery time on the Smasher and we'll fake you out just to see you try to launch us or counter. But you won't have time so don't bother and just defend. They'll waste a level 2 super and you'll live longer.

----------CHARACTERS FACING OMEGA RED--------
THE SHOKOTAN FAMILY- Follow the basics, keep fireballs on him while he's in the air and at close range if you are brave enough. Use your supers often. Ryu, Use your super fireball and not your hurricane super. Ken, stay grounded and use your hurrican super. Akuma, use your fireball barrage to keep him from coiling.

ZANGIEF- You're going to have a tough time here. Avoid coil grabs and take advantage of Omega Strikes by using Lariate. Use air fierce and roundhouse to keep him blocking. Spinning pile driver whenever you can. No fierce or roundhouse on the ground.

BISON- Good matchup! Teleport to get out of corners. Combo into Psycho Crusher often. Stay close and don't give him distance unless you're using your teammate. Use psycho hand to confuse and avoid running into coils.

DHALSIM- Play keepaway and use yoga strike when he jumps. Try to trick him by doing yoga flame super in the air. Use the needle attack often to avoid the coils and the angles they attack.

SAKURA- Stay close and keep him from using Omega strike. Use hand attacks and your jab button for your special moves. Use upward fireballs when he jumps and use her running uppercut with the jab and the strong buttons in the air to keep Red on his Toes. Evil Sakura can use air fireballs in place of running uppercuts. Use your teammate often.

CHUN LI- Stay grounded and face him head on with your speed. Match him in the air and walk under him to throw him or attack by crossing over. Use your teammate often.

DAN- Air attacks, air throws and launch. Change up the kick buttons for your gale kick. Use your teammate to distract him.

CYCLOPS- Fight head on but watch out for power attacks. Let him come to you and use optic blast to lock him in. Uppercut when you know he's going to grab you with the coils.

SPIDERMAN- Air combos and attack feet when you're on the ground. Spider Sting to throw off Red when he tries to coil you. Spider Swing will do wonders for you when you change up your hnique.

WOLVERINE- Try to leap over him and crossup your attack. Keep it low and speed high. Go for your super when you've messed up. The speed will overcome his timing.

CAPTAIN AMERICA- Match him in the air and only use sheild slash and stars and stripes. Air Fierce works well and double jump to confuse Omega. Use his cartwheel to get out of corners.

S. GORATH- Use roundhouse to throw him. This will suck energy from him. Don't use mystic smash unless you know you can connect, Red will just use standing fierce. Launch when you can and try to hold out for the Chaos Dimension.

HULK- Bum Rush him and stay aggresive. Red has a hard time coiling hulk but watch out for Carbon Smash. Gamma Crush if Red tries to take to the skies.Don't use any Fierce punches if you know that he'll block cause he will always launch you! Hulk is totally helpless in the air and his size makes him an easier target to coil!

BLACK HEART- Use your little critters to keep him on the ground. Use the middle button to summon your energy spouts and use dark thunder with the middle and high button.

Omega Red's Updates.
01-20-98
I had a lot of letters on Omega Red's uppercut and it's effectiveness. Let me explain myself. I use the uppercut a lot and Migs is correct. You must step back and apply the uppercut. But, as a novice or dealing with an opponent who is using a fast character, stepping back may not cut it. It is effective in combos and in counter defense...unless you are not use to fighting the speedsters of the game. If you do not think you can hit them with it, you can always count on the ducking strong button. Thank you for putting this old man in his place. That's what this page is all about. Hahahaha Omega Destroyer!

----------AWESOME BLOSSOM------------
A few days back I found a new way of putting the pressure on someone to make a mistake. Remember, I told you how to use the roundhouse kick, omega strike, then crouching forward roundhouse. If it hits them, great. If not, that's ok, cuz most likely their first reaction will be to jump. When you use the crouching forward roundhouse, Red's coils stick out on the other side of the screen where you're victim will be. After using that move, jump and use fierce. Most likely they would have jumped before you but their attack isn't long enough to hit (save two)...but yours is. They will get hit with the combo or get pressured and block the multiple coil hit. Either way, once landed use standing forward kick to push them away, or if they are too far away, use the standing roundhouse instead. Omega strike afterward, then ducking roundhouse. Repeat the process and switch up.

---------CANCEL THE COILS---------
One option to the awesome blossom or in any air combo is cancel out the air fierce. WHAT! You can't cancel out the air fierce! Yes you can. You have to do coil grab in replace of the last multiple hit.
Now I'm not sure how many hits the fierce has, I always watch the animation, but start rolling out the grab coil with forward kick so that he shoots it diagonally downward. You have to practice this for it does not come that easy, but it is impressive and you can drain, then slam. Remember, don't wait till after the last hit, the grab coil must replace the last hit of the air fierce. So if the fierce does 6 hits, cancel on the 5th to make the coil grab come out.

Suggestions, questions or feedback? Mail Migs and Silver Sage here!

Migs here! Check out the main Omega Red page here to learn the move commands and combos!

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