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!