Marvel Super Heroes vs Street Fighter
Omega Red FAQ
Version 1.3
Compiled by Adam Tennant <[email protected]>
Web Site: www.geocities.com/TimesSquare/4811

____ Version History__________________________________________________________
Version 1.0     Lots of stuff from various sources compiled. Descriptions of
normal moves added plus a few combos.

Version 1.1     More combo information, added team moves, some corrections

Version 1.2     New evil combo! Small clean up plus a little more info.

Version 1.3     More clean up

____ Bio_______________________________________________________________________
OMEGA RED

name       Arkady Russovich
alias      none
origin     Russia
alignment  evil
hair/eyes  blonde/black
stature    6'6"  (198cm)
weight     300lbs (136kg)
enemies    The X-Men

An attempt to create a super-soldier for the former Soviet Union, the
psychotic Omega Red is a deadly opponent.  His Carbonadium tentacles are
indestructible, and he secrets a "death pheromone" that causes the body's
organs to fail (only Wolverine's healing factor can overcome this aura).

____ Normal Moves__________________________________________________________

Buttons:        1 2 3
               4 5 6

Many of Omega Red's normal moves have big recovery times, so you have to be
careful about throwing them out.

Jab(1)          Ground jab is pretty standard. Air jab is a spinning coil at
               the end of his hand which seems to have good priority and
               lasts a while.

Strong(2)       Standing Strong is a launcher with decent range, but if you're
               too far away, your air combo may not connect. Crouching Strong
               makes him extend a coil diagonally upwards with great range.
               Excellent air defence.

Fierce(3)       The ground Fierce has two versions. A crouching Fierce makes
               Omega put out his arms and spin his coils for 3 hits. Good
               range. The standing version has him lash out with one coil.
               Great range.  In the air, the Fierce does 6 hits and has great
               range. It has a small start delay.

Short(4)        Reasonable range. Hits opponent when they are on the ground.

Forward(5)      Great range crouching and standing.

Roundhouse(6)   The crouching ground RH has 3 ranges. /=close, |=middle of the
               screen, \=other side of the screen. Standing RH has excellent
               range but not as much as the crouching one.

( Note that none of Omega's normal moves knock the opponent down )

____ Launchers______________________________________________________________

Standing Strong
Omega Strike(5/6)

____ Combos__________________________________________________________________

Ground:         4, 5, standing 6, Omega Strike(4)
               crouching 6, Omega Strike(4)
               ( df 6, Omega Strike(4) is a 2-hit combo from across the
               screen! )

Air:            Zigzag chain - 1,4,2,5, 3/6/Coil(1)
               ( 1,4,2,Coil(1) is a safer bet than the full 1,4,2,5 )

               1,4,2,5,5,6,Coil(5)
               - Very tricky combo. Timing is like this:   1425 56Coil(5)

New!:           Jumping 3,standing 1,1,2<launch>,1,4,2,5<slight pause>,5,6
               <land> ,3<OTG><launch>,1,4,2,5<slight pause>,5,6,Coil(5)
               - This is a REALLY tricky combo to time correctly
               - Getting it so that you land in time to OTG them is the key
               - Still unconfirmed after the OTG hit. :(

____ Team Moves__________________________________________________________

Assist:         Standing Fierce ( not that great )
Counter:        Omega Strike(1) ( useful - good range )
Super:          Omega Destroyer( works well in combination with most supers)

____ Special Moves___________________________________________________________

Carbonadium Coil ( ground/air )                         FB + P or K ( kick air
                                                        only )

       Omega shoots out a coil and grabs the opponent. Tap a button to cancel
       move.
       1=Across  2=D.Up    3=Up
       4=Across  5=D.Down  6=Down

Energy Drain ( follows coil )( ground/air )             Tap P rapidly
       Transfers opponents life to Omega.

Death Factor ( follows coil )( ground/air )             Tap K rapidly
       Transfers opponents X-meter power to Omega

Flip n Smash ( follows coil, ED or DF )( ground/air )   Direction + P
       Throws opponent away. For two flips, flip them downwards then
       immediately do another flip in another direction. It is not possible
       to drain them then do two flips. :(

Omega Strike                            FB + K
       Use the tentacles to propel Omega Red in a direction.
       4=Across  5=D.Up    6=Up
       Push back + K to retract back to start point. Push down + K to cancel.

____ Hyper-X Moves
______________________________________________________________________

Omega Destroyer                                         FB + 2P
       Omega's tentacles spin out over the screen in a frenzy.

Carbonadium Smash ( air )                               FB + 2P
       Omega does a shoulder charge, lashes them with his tentacles, then
       slams them onto the ground causing an explosion.


____ Other Notes____________________________________________________________

Omega can dash forward in the air.

As far as I can tell, the Carbonadium Smasher doesn't combo, although it looks
like it does if you're very close or they're against the wall when you do it.
It can be done just above the ground by doing a joystick motion from down to
up-forward, waiting till Omega leaves the ground then quickly hitting 2P. If
they block one, you can do another almost straight away! :)
For those of you who play Samurai Showdown, it's like doing Ukyo's Flame Bird
off the ground.

You should ALWAYS retract your Omega Strikes unless you are using it to get
around rather than attack. The Omega Strike with 5 ( diagonally up ) is very
good air defence. Use the Omega Strike with 4 to get out from under people who
superjump then come straight down on you.

If you do his back-slam throw and throw the opponent into the corner, jump
after them and immediately start an air combo with jab or do an air throw -
looks really cool!

It may even be possible to do his big, nasty combo after a throw seeing as
you'd be close to the ground...

If you really want to make Apocalypse suffer, stand right under his head and do
an Omega Destroyer super... MANY hits. ( I got 46 once )

____ Credits___________________________________________________________________

Most of this FAQ is taken from the XMen COTA FAQ by Rich Joseph
<[email protected]>.
Much other useful information was supplied by Charles Washington
<[email protected]>
Some combo and move info was given by Joshua Chan <[email protected]>