A high into mid attack that is +3 on block and is mainly used at close-range for pressure and to punish unsafe moves.
Beast BreakerB+1,1Mid, High
A mid into high attack that launches for a combo.
Around The WorldF+2Overhead
An overhead attack that has slow start-up but travels quickly across the screen. It can be thrown out occasionally to catch opponents off-guard for blocking low.
Earthquake StompF+3Low, Mid
A low attack that is mostly used at close-range and can lead into a combo.
Uh-OhF+4,1Mid, Mid
An advancing mid attack that can be safely hit confirmed into a combo.
Special Moves
Mega ClapBF1Mid
A mid attack. When enhanced, it destroys the opponent's projectiles. It can be used to attack from mid-distance.
Giblet MakerBF2Mid
A mid attack. When enhanced, it grants armor.
Viltrumite StanceDB3
A stance that dodges projectile attacks and can lead into multiple attacks. When enhanced, it also dodges high and mid attacks. It can be cancelled by inputting D+EX or it can be used to teleport towards the enemy by inputting F+EX.
Invincible RushBF4Mid
An advancing mid attack that travels across the screen. It's mostly used as a combo extender.
(Air) Fly Toward/AwayF+SS / B+SSHigh
An aerial move that propels Omni-Man forward or backward. It costs 1 bar of Super Meter for each consecutive use.
Omni-Man's combos are done by going into his Viltrumite Stance (DB3) and grabbing the opponent with Thragged Through Mud (1). This is usually followed up with a jump attack U+F+2,1,2 into (Air) Fly Toward (F+SS), and ended with 1,2,1+3.
1,2 DB3 1 U+F+2,1,2 F+SS 1,2,1+3
MEDIUM
319.87
Higher damaging combos can be achieved by using Omni-Man's Invincible Rush (BF4), which will bounce the opponent upwards for a follow-up attack. This can be rather difficult to time as the opponent must be hit as they're falling and right before they touch the ground.
1,2 DB3 1 U+F+1 3 BF4 B+4
HARD
344.80
Corner
Omni-Man's corner combos are very much the same as his midscreen combos. The only limitation is that Invincible Rush cannot be used in the corner for higher damage output since the opponent will be too close for the move to bounce the opponent up.