While we’ve been given bits and pieces of information about the new tools Ultra Street Fighter IV’s cast will have in Omega Mode since it was first announced, Capcom-Unity just went live with their very first official breakdown of the changes it will include, straight from producer Tomoaki Ayano. In a rather appropriate move, his opening roundup covers Street Fighter II’s original world warriors: Ryu, Ken, Chun-Li, E. Honda, Blanka, Zangief, Guile, and Dhalsim.
Some of the more interesting updates include a Street Fighter III-style parry for Ryu, moves for E. Honda that better represent his sumo roots, Zangief’s jumping headbutt from the Alpha series, and much more.
Ayano also says that, due to Omega Mode’s unique nature, mechanics like Red Focus and Ultra Combo Double will not be available.
You’ll find the producer’s full breakdown below; more details are planned to drop next week, so stay tuned.
Hanagashi: Forward + HP + HK to activate damage-nullifying armor.
Some of you will get it just by looking at the screenshot, but this is pretty close to the parry system from SFIII.
While the move is active and after absorbing an attack, Ryu can use EX meter to deliver a follow-up strike. This gives him another form of defense in addition to the Focus Attack and is sure to completely change up his footsie approach!
Ryu also has new target combos and has gained both offensive and defensive options.
My inspiration: I guess you could say we wanted a showcase of Ryu’s moves from all of the SF games that have been released up until now.
Shippu Jinraikyaku: Use two bars of EX meter for a powerful multi-hit move.
You can combo into this move for big damage. This is sure to make Ken players think more carefully about meter management!
The Reppu Hadoken also got a lot of buzz at TGS. In Omega we really wanted to emphasize Ken’s kicks, so he also has a few new kick moves too.
My inspiration: Ken with his hands tied behind his back.
Houyoku-Sen: Use two bars of EX meter for a multi-hit move.
This SFIII move is back! It’s an interesting move and there are lots of different ways to land it.
Other changes: Chun-Li’s Kikoken has been changed from a charge move to a command move to make it easier for her to press forward. She also has Hakkei to nullify other players’ projectiles!
Many of her command normals and specials have been greatly changed from SFIV, making her a character who can really hit those hard-to-reach places.
My inspiration: I wanted a strong female character who can really apply the pressure.
You know, Honda is a sumo wrestler…but it’s easy to forget that since, except for his Hundred Hand Slap move, his moves aren’t particularly sumo-like. In SF we’re calling this Zuri Fugaku, but in sumo it’s known as “Yorikiri,” the act of pushing someone out of the ring by their belt. Honda starts off low and attacks the opponent twice on different levels, while the EX version adds a third attack. It’s extremely powerful, but also leaves him fairly exposed.
Speaking of sumo, you gotta have the salt throw, right? The Salt Toss doesn’t do a whole lot of damage, but what happens if you get a KO with it…?
These changes give Honda’s versatility a big boost. In the playtests a lot of people felt like he was now qualified to take on the title of the world’s strongest. Honda top tier? Heh heh.
My inspiration: going back to Honda’s sumo roots.
Ever since SFII, Blanka’s been all about getting in there with ball attacks. In Omega we’re going to radically change that up.
Lightning Mole: Blanka charges up, disappears into the ground, and then jumps out with a charged attack!
Use it to throw off your opponent or set up a good read—there are many ways to incorporate this into your game. In addition to his aerial and grounded moves, Blanka finally gets a move that takes him underground. He’ll have a high degree of versatility that will let players develop their own playing styles.
Use two bars of EX meter to use the Lightning Grenade, an invincible hop into Lightning. Skilled players will be able to incorporate this into combos. Blanka also gains the ability to perform moves from the Coward Crouch. The first step to enjoying Blanka is to properly learn all of his moves.
My inspiration: the lightning-charged green beast.
Omega Zangief is still a grappler, so we wanted to give him moves to help set up his throws. This attack hits on different levels. Use it to drive your opponent into a corner and pressure them with the possibility of a throw! This is a command normal forward-attacking move that ‘Gief can use together with Banishing Flat to keep the opponent in your sights.
Chrome Head: Press Forward + FP for a small jumping headbutt.
Just like in the Alpha series, this is a move that moves him forward and causes low poke moves to whiff.
My inspiration: Zangief with even more cyclone (hard to imagine, I know…!).
Sonic Break: Now it’s possible to fire off more than one Sonic Boom when using the EX version! Hit two punch buttons again for a second and possibly third extra Boom, each at the cost of an additional bar of meter.
Talk about explosive! This is good for when you want to keep your opponent out or do some chip damage. Sort of reminds you of his good friend Charlie, doesn’t it?
Guile also gets the CPS1 Chain and Blitz Combination, moves that SF series fans may find familiar. These changes increase his versatility and put a few new tricks up his sleeves…or, er, pant legs.
My inspiration: not only is it harder to get in on him, but now he can get in on you.
Yoga Legend: Use 2 bars of EX meter for an invincible chop, a multi-hit moves that sends your opponent flying into the air!
As the name suggests, this is a move that packs quite a punch. It’s a good move to go for if you have meter to burn. You can also use the Yoga Rapture to lure your opponent in before unleashing the mid-hitting Yoga Chop. In Omega, the theme for ‘Sim is definitely “yoga”!
My inspiration: Dhalsim continuing to refine his abilities beyond mere mortal levels.