This page contains information of the various system mechanics you should be aware of while playing OMF2097 as well as some deep dives into how they all work.
OMF2097 is played using up/down/back/forward directions (8246), a punch button (P), and a kick button (K). For most HARs you can hold forward to perform lighter attacks and hold backwards for stronger attacks.
Blocking is performed by holding back (4) against the direction of the opponent. Certain animations will “forget” that you are holding a direction and will require you to release the direction before continuing to block. E.G. when you are knocked down, you must release and hold (4) after the wakeup animation begins in order to block on wakeup.
Throwing can be performed using forward and punch (6P). If defensive throws are enabled, back and throw also works. (4P)
Special moves can be performed using certain directional combinations and a button, similar to other games such as Street Fighter. They will be written in this wiki using standard numpad notation. For clarity, they may be written differently than what is actually scripted in game. E.G. Jaguar Leap is written as 236P but the input 36P is all that is needed to perform the move.
After winning the match, you can perform additional moves called Scrap and Destruction for extra points in single player modes.
In a one or two player game, there are ten pilots to choose from with different Power, Agility, and Endurance stats which affect the game in different ways. In tournament mode, you can create your own pilot and level up these stats over time. Different pilots also have different color schemes although you can override them with the number keys 1-6 in the one or two player game modes.
Affects your damage output.
Affects your movement speed, your jump velocity, your falling speed, and the amount by which your opponent is pushed back by your attacks. A common misconception is that Agility affects frame data, which is not the case.
Affects your total life and stun capacity.
Human assisted robots, A.K.A. HARs are what defines your move set after you've chosen a pilot. See the individual pages for each HAR to learn more about them.
Elements on the left side of the screen represent player one, the right side represents player two.
1. Shows how many hit points you have left before you are defeated.
2. Shows your current stun value. When the bar depletes fully, you are stunned for a duration and cannot take actions.
3. Shows the progression of the match. These bulbs light up whenever a player wins a round.
4. Your currently selected pilot.
5. Your currently selected HAR.
6. Your current score.
Your life total in OMF2097 is based on a number of factors, including the HAR you choose, your pilot's endurance stat, and the vitality setting in the advanced options menu. In two player mode, there are Player 1 and Player 2 power settings which affect the opponent's total life, and in tournament mode HARs can upgrade their Armor stat to increase hit points.
HAR | Base Health |
---|---|
Jaguar | 200 |
Shadow | 190 |
Thorn | 210 |
Pyros | 220 |
Electra | 190 |
Katana | 200 |
Shredder | 210 |
Flail | 210 |
Gargoyle | 190 |
Chronos | 200 |
Nova | 230 |
Pilot | Endurance | Multiplier |
---|---|---|
Custom Pilot | 0 | 0.78 |
Crystal | 9 | 1.0635 |
Steffan | 8 | 1.032 |
Milano | 4 | 0.906 |
Christian | 15 | 1.2525 |
Shirro | 8 | 1.032 |
Jean-Paul | 11 | 1.1265 |
Ibrahim | 20 | 1.41 |
Angel | 13 | 1.1895 |
Cossette | 8 | 1.032 |
Raven | 12 | 1.158 |
0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
---|---|---|---|---|---|---|---|
2.25 | 2.0 | 1.75 | 1.5 | 1.25 | 1.0 | 0.75 | 0.50 |
*Approximate values
The small blue bar underneath your health bar is your stun bar. This bar starts out full and recharges constantly when you're not attacking, blocking, or being hit; the lower your stun bar, the faster it recharges. Below a certain level it will flash to indicate a dangerously low stun level. When you are hit, your stun bar decreases, but moves that hit as part of a combo do slightly less stun damage. Once your bar runs out, you are “stunned” and red sparks fly from your bot. The time it takes you to recover is determined by your bot's stun resistance and your pilot's endurance. You can mash the punch and kick buttons to recover more quickly from being stunned.
When your stun bar reaches zero, the opponent receives 2,000 points. If you are on the ground, your bot will begin a falling animation that can be hit at any time; if you are in the air, your bot will become invincible as it falls.
When you are hit while stunned, your stun bar goes back to full, and remains full until you have spent a short amount of time in a neutral or blocking state. However, hits on a stunned opponent deal damage to the health bar as normal; they simply have no effect on the stun bar.
By default, the vast majority of special moves can only be performed on the ground. When hyper mode is enabled, this changes, see the individual HAR pages for details. This setting is very popular and is usually enabled by players.
By default, your combo ends after any air hit and subsequent attacks will whiff until the opponent recovers again. When rehit mode is enabled, juggles are allowed but with certain rules. This setting is also very popular and usually enabled by players. A rehit mode combo begins when the opponent is no longer on the ground. You can hit an airborne opponent only once with a given move. Moves that normally deal two hits will whiff the second hit and attempting to use the same move twice will also cause it to whiff. Aerial and grounded versions of the same special move count as two different moves for the purposes of rehit mode.
If you jump over an opponent, you can tap or hold back (4) to turn around in the air. This allows every HAR in the game to perform some type of crossup attack. You cannot perform a turnaround if you use a special which starts on one side of the opponent and ends at the other side.
A hit is registered when a HAR's collision coordinate intersects with your opponent's sprite. On this wiki, collision coordinates are shown and represented by a yellow dot. Because of this unique system, HARs with larger bodies or awkward protrusions are naturally disadvantaged in neutral situations.