In light of Ultra Street Fighter IV‘s inclusion in digital pre-orders of the Street Fighter 30th Anniversary Collection, I’ve decided to dedicate some time to examining the most slept-on online-capable Street Fighter title: Street Fighter IV: Omega Mode. Packaged as a free alternate version within the edition select of USFVI, Omega uses leftover game files, recycled taunts, and repurposed animations to completely change each character’s toolset; it’s essentially a completely new and unique Street Fighter title built within SFIV’s engine, with an entirely different balance philosophy than Ultra.
Omega was not popular at release due to some easy infinite combos — not to mention players’ interest in Ultra as a more serious, competitive game. I personally think Omega went woefully unexplored for being an extremely interesting venture, and I’m starting a series where I document each character’s Omega changes, and then show off some basic optimal combos.
As the first video of the series, I’ve decided to explain my venture, and describe in more detail what Omega Mode is. I won’t recap the whole video here, but Omega was made by the developers of Street Fighter V in order to test the waters of making a competitive fighting game, and many things in SFV were introduced in Omega, such as the three-frame input buffer. I’ve also taken some time to anticipate questions — such as the basic mechanics of Omega Mode — and why I’m making these videos.
In addition, I’ve also released the first video in the series, focusing on Ryu. I consider Ryu to be the easiest entryway into Omega, as he’s almost a perfect half-and-half between his SFIV and SFV versions. Ryu’s main feature in Omega seems to be a prototype to his V-Trigger II parry — and to be quite honest, I much prefer this parry to the one he has in SFV!
The formula to this video series is new, so tell me what you think in the comments. I plan to go through the entire roster over time, so subscribe to the ShoryukenTube YouTube channel if you don’t want to miss out!