Use of OMB

OMB provides a very simple way to turn practically any hit into 5K+ if confirmed correctly - the one catch being that your opponent cannot have their burst available also. Correct use will win you a match stupidly early, so be aware of what you're capable of and end things before your opponent even knows what's going on.

Main midscreen route

X > OMB > md 5D (2) > 2AB > ~D > 66 [5B] > (dc) 236A > winch dash > jc j.A > j.B > j.B > j.C > j.214B > 236236C/D

  • Timing is a little tricky on the initial 5D - can go straight into 66 [5B] if the extra damage isn't needed, or md 5DD if opponent is too high for 5D > 2AB > ~D

  • Can [5B] > dc 2C > dl j.BB... if corner will be reached during the dash cancel for more damage

  • Can add j.BBs/dl j.2Bs if corner is reached, and can dash cancel [5B] to help this happen against most characters

  • Works after surprisingly long combos, including j.B > 5AA > 5B > 2AB > 214A route

  • Can actually be combined with an OMC route from the j.214B if you have enough resources, just be careful not to do too many j.BBs if you reach a corner.

Main corner route

X > OMB > [5B] > 5D > 2AB > ~D > j.BB > 8 dl j.2B > j.BB > j.BB > j.C > j.214B > 236236C/D

  • Very high damage route - meterless 5.2k from j.B > 5AA > 5B > 2AB > 214A, locked in green

  • 5D close to corner causes awkwardness, so stay as far away as possible if you can, and 2AB early to keep the opponent high

  • Also possible to go straight into 5DD after burst - does around 400 more damage total (and one more axe hit if 2AB is used in the first loop), but is much less stable, and is therefore not advised in most situations, unless decently spaced from corner and with a short starter (e.g. far 214A/2AB)

  • Adding a 5B into the combo after 5D is possible, but it's important to not do it if your lead into the combo included it - for some reason 5B has 1000 SMP

Other points

In red axe - the simplest way to add damage depending on the scenario is:

  • Always works (unless proration limit reached): OMB > 214B (+400 damage)

  • Corner/fatal: find a way into 236A~A > 214B > OMB > j.BB > j.BB > j.C > 236236C/D

    • On fatal, this can be achieved simply by doing 236A after the final 5DD, but you will need to cut non-fatal combos short to do this otherwise

  • Early in combo (e.g after grab in corner): OMB > j.BB > 7 dl j.2B > ... double 5D loop (omit 5B/5C as necessary) or simply the midscreen route mentioned above

After a C beast, OMB > 214B > 236236D is usually possible, just don't try it if you know current proration is near maximum as it won't work. Good for a short high damage resource dump though.

Note that OMB can be blue bursted if they burst the hit before you do it, or you don't immediately block after bursting. Most of the routes above require that you do not block after burst, making them not burst safe. However, OMB > 214B > 236236D does allow you to block long enough to bait the immediate blue burst, and is therefore burst safe from OMB onwards (with the exception of a frame perfect blue burst on the frame 214B hits, which you need to be aware of but only works midscreen and people will never really do on purpose).

Throw > OMB > 214B > 236236D is therefore unburstable, as they cannot burst the hit before, and cannot burst the rest of the combo, just make sure you're holding block as you burst.

Also note that while OMB does make you enter meter cooldown, the overwhelming damage you do plus the bonuses from yellow/red axe actually mean you'll probably gain at least 1-2 meter or more depending on the route and your axe level, so don't be afraid to OMB if you're at 48/49SP, or potentially less in red.

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