Here’s a repost of some stuff from one of JM’s earlier posts:
OR Tips:
Many may remember a few rudimentary mixups off of the straight up coil toss from MSHvSF. Same thing, just stay aware of the throw limits.
Toss them straight up and vary between:
Another straight up coil
SJ up and throw
SJ up and hit
SJ up and airdash to try and cross them up and hit
Dizzy combo:
Feather to heavy -
(anywhere) HP throw, s.hp (otg) xx lk ostrike
Colossus - add s.hk after s.hp
Characters with decent OTG times, you can jab coil after the first s.hp, throw them downwards and then s.hp (otg) xx lk ostrike
Superheavy infinites:
On Colossuss In corner-
[s.mp xx mk omega strike (wall cancels OS and you remain in air), j.mp as you fall] x N
Sometimes you need to take a step back after you land, or the wall will cancel you too soon and you won’t have time to get a j.mp. You can get away with missing it, provided you get one in as you land, but it could throw you off.
It’s possible to get midscreen and to cross the screen with it, but you have to press down + kick to cancel the OStrike yourself. Midscreen works on Sentinel as well.
On Sent, left corner only:
[s.mp xx lk ostrike] x N
Double drain to super for big damage combo (doesn’t work in Spiral, Iceman or Sentinel), in corner:
jump [hk coil (should be point blank), drain, df toss (airdash after first toss only)] x2, land, Omega Destroyer.
You need a little bit of distance from the ground or the toss won’t have the “bounce”.
Corner loop (possibly easiest in game). feather to heavy:
launcher: s.mp
aircombo: lp x 6, hk (alternatively, you can use lk, mp instead of hk, works better like this on Storm and Wolverine)
relauncher: just re-superjump
Another corner loop (doesn’t work the same on Sentinel’s stage):
launcher: s.mp
aircombo: lp x2, lk, mk, hp(3 or 4 hits), hk
relauncher: just re-superjump
middleweights+: 1 lp can be omitted, chain kicks a little slower
S.Samurai: add c.mp after you land before re-superjumping.
superheavy launch: d.s.mp, s.hk
aircombo: lk, mk, hk… hp (1 hit), hk
relauncher: s.mp
If you feel s.mp isn’t launching heavier characters high enough, add a c.mp after launcher. If they seem to be getting too low, add a c.mp before you re-superjump.
Long range poking - s.hp xx c.lk(whiff), then s.mp or c.mp when they try jumping at you. MPs aren’t that great of anti-airs, especially at close range. If you’re stuck in the corner with say, Psylocke jumping at you, it’s best to try and superjump out instead of attempting to anti-air.:
I have some of my own strategies i’ve been meaning to post for a while now, i just haven’t had the time. That + Batt’s are generally better
I do use a lot of Omega strike down cancels (mk and hk strikes mostly)…Mixing that with IAD pressure has helped me a lot.