flyinfilipino
Smash Master
And now, for yet another water-based moveset....
Omi joins the battle!
- Introduction -
Omi is the Xiaolin Dragon of Water. He was raised as an orphan by Master Fung and has lived in the Xiaolin Temple for his whole life. Because of this, he is a highly skilled fighter and can be very arrogant about his abilities. However, due to his young age, he is also quite naive and clueless when it comes to life outside the Temple. He has a habit of butchering slang terms. Armed with water manipulation, Shen Gong Wu, his Shimo Staff, and his own butt-kicking skills, this little guy can definitely hold his own on the field of battle!
- Stats -
Size - Small
Omi's only about as tall as Pikachu. What a runt!
Weight - Light
As such, it doesn't take much to send him flying.
Walk Speed - Average
Omi strolls with confidence.
Dash Speed - Above Average
Omi runs about as fast as Pikachu.
Jump - Above Average
Omi's quite an able jumper.
Fall Speed - Average
Not too heavy or floaty.
Air Speed - Above Average
Omi seems to cut through the air.
Traction - Average
Nothing out of the ordinary to see here.
Omi can wall jump, wall cling, and crawl, but he can't glide.
- Special Moves -
Neutral B - Orb of Tornami
Omi's signature Shen Gong Wu is the Orb of Tornami, a non-descript blue ball that holds an infinite torrent of water! As you know, water can come in three phases: gas, solid, and liquid. This concept carries over to the Orb of Tornami as well. Omi charges this move in the same manner and with the same duration as Samus charges her Charge Shot (pressing B will cause Omi to charge automatically, pressing shield will cancel and store the charge). The intensity of the charge is indicated by a pulsating blue glow that becomes more rapid the more you charge. Firstly, if you press B and tap B again soon after (or use this attack in midair) to skip the charge, the Orb will let out a puff of steam slightly larger than Jigglypuff. This puff of steam stays in place where you shoot it and lasts about 3 seconds, but you can have as many on the field as you want. Its only effect is to completely neutralize any energy-based projectiles that come into contact with it. It's quite useful for blocking blaster spam, or any other energy-based spam, such as Pit's arrow's.
Secondly, if you fullly charge this move, Omi will instead fire a single stream of ice with the range of one Battlefield platform. If you hit one or more foes, they'll take 12% damage and be frozen in a block of ice as if a Freezie had been thrown at them. They can tap A to try to break free from the ice faster. The benefits of freezing an opponent are obvious; it gives you an opportunity to deal free damage and it might even score you a KO if used off-stage. Keeping your opponent still for a while might serve another purpose as well....
Lastly, somewhere between no charge and full charge, Omi will fire a stream of water not unlike Mario's fully-charged FLUDD. Though it does no damage, as long as you hold B, Omi will keep pumping the water out and pushing opponents away with great knockback. You might notice, though, that if you continue spraying at the ground in one place, a small puddle will form. This puddle will grow larger as you continue to spray water until about three seconds pass. At this point, the puddle will overflow and water will start to run off the stage and down to the bottom of the screen. Uh oh, what does this mean?
Flooding the Stage
If you successfully leave the Orb of Tornami running for three seconds, Omi floods the entire stage with water! This means that water will rise up from the bottom of the screen until it reaches about a Ganondorf height above the main platform, completely covering the bottom of the stage from one side blast zone to the other. The rest of the stage below the water's surface will disappear too, as if it wasn't there. The water level may vary depending on the stage, but for example: on Battlefield, once the stage is flooded, the water will reach up to the very bottom of the two lower platforms. Final Destination, on the other hand, has no platforms, and thus is completely inundated with water! This is normal water that characters can swim in for a limited time (and jump out of to prevent drowning), but since Omi has an affinity for the water element, he has a limited ability to stand, walk and run on water for about 5 seconds at a time (after 5 seconds, Omi will automatically start swimming, though all it takes is to jump out of or off the water and land again to reset the timer. The water level will slowly fall over time (taking about 30 seconds to recede back to the main platform), and once it reaches the level of the main platform again, it recedes completely (this takes a second or two). Other stage interactions by other characters will remain underwater if they last long enough. However, you can use the Orb of Tornami to refill the water by spraying it with more water. If you fire a fully-charged Orb of Tornami (stream of ice) and it doesn't hit anything, the ice will eventually hit the water and create a solid, floating platform made of ice that lasts for about 5 seconds. The platform isn't static; it can move with the currents and waves, and you can only have two out at a time.
So what good is flooding the stage other than completely changing the battlefield and the game? Omi can interact with the water and manipulate it using his other attacks, so you'll just have to read on to find out.
Up B - Mantis Flip Coin
The Mantis Flip Coin was the first Shen Gong Wu featured on Xiaolin Showdown, and the first to be used (by Omi, actually). It gives its wielder the ability to perform extremely high and acrobatic leaps. In Smash, it controls very similarly to Yoshi's Egg Toss, but in this case, Omi is the projectile! With the same starting lag as Egg Toss, Omi quickly brandishes the Coin and gives it a quick flip. It's during this animation that you can control the angle and distance of this move using the Control Stick and B Button. After catching the Coin, Omi performs a spinning somersault in a graceful arc that follows the trajectory and distance inputted earlier. Omi can catch ledges in mid-jump, so this makes for an excellent recovery.
On its own, this move does nothing but help Omi recover from off-stage, but if you input this move while standing on water (in which case you won't have to worry about falling), Omi will take some water with him as he spins, forming a circular barrier around his body. This creates a hitbox around Omi that deals 8% damage and medium knockback on contact with a foe. This makes for an excellent, and fancy-looking, approaching move.
Down B - Two-Ton Tunic
The Two-Ton Tunic is a protective Shen Gong Wu that makes its user nearly invulnerable and weigh...well, two tons! This move is quite similar to Kirby's Stone attack, with a couple of key differences. When you input this move, the Tunic will suddenly appear on Omi with the same lag as Stone. Omi will keep the Tunic on for 5 seconds, or you can press B to revert back to normal (which has the same ending lag as Stone). He has super armor during the duration of the move, but he's not immune to grabs. If Omi is hit by a projectile, it will simply bounce off him and be reflected back at the foe! In addition, Omi can still walk around while wearing the Tunic (albeit very slowly), and he can still jump his full height (no midair jump, though). Like with Stone, if Omi hits a foe while falling, he'll do 10% damage on contact with above average knockback. In addition, once he hits the ground, he'll create little shockwaves that push opponents away.
What happens if you use the Two-Ton Tunic and land in water? Simple: you create a tidal wave! When Omi lands in water while he's heavy, the impact will create a large wave that's twice as tall as Ganondorf and moves at Omi's speed in the direction that Omi was facing. The wave will travel about half the length of Final Destination. As you might have guessed, this move can be used to sweep up foes stranded in open water and carry them off to the side blast zones for a KO! The tidal wave will carry floating ice platforms with it as well. In addition, if you land directly on top of someone that's swimming in the water, you'll spike them for a bottom blast zone KO! Be sure to press B again to remove the Tunic once you land in the water, because Omi will sink like a rock to his doom if you don't.
Side B - Lunar Locket
The Lunar Locket gives its user the ability to manipulate the moon. Kind of a strange choice for an attack, huh? When Omi uses this move, he can actually call down the moon the sky! With the same start lag as Pikachu's Thunder, Omi pulls out the Locket, causing the moon (which is roughly the size of a Smart Bomb explosion) to drop straight down from the top of the stage above him with the same speed as Thunder and stop after about 3 Ganondorf heights. If a foe is hit by the moon as it comes down, they'll take 14% damage and high vertical knockback (they did get hit by the moon, after all). Then the moon stays where it is as a non-damaging obstacle, though you can send it back by pressing Side B again. The moon itself makes for an excellent KO move off the top of the screen if you've got careful aim. But maybe there's another use?
If you know a little bit of science, then you know that it's the moon's gravity that controls the tides. So when Omi uses the Lunar Locket, he can actually control the water level when the stage is flooded! As soon as the moon is called from the sky, the water level will quickly rise another Ganondorf height. This brings the top blast zone a lot closer to the battle! If you send the moon back up to the top of the stage, the water level will quickly begin to recede back to its normal height.
If you use this move on a stage where the moon is already in the background, such as Luigi's Mansion, the moon will still drop from the top of the screen. Perhaps it's just a replica?
- Standard Attacks -
Jab Combo - Monkey Playing Tag
With all this water manipulation going on, you might forget that Omi's extremely skilled in hand-to-hand combat as well. With one tap of the A button, Omi performs a very quick, basic jab with his fist, doing 2% damage and flinching knockback. If you follow up with another tap of A, Omi will swiftly move in a blur to the other side of the opponent and give them a kick to the behind that sends them slightly into the air with medium knockback and 4% damage. Now, you could stop the combo there while you're on the other side of the opponent if you're in a good position, but if you want to return to your original position and/or deal some more damage, you can quickly press A one more time to make Omi blur and reappear on the opponent's other side to deliver a punch that deals 4% damage and medium knockback. You'll end up back at your starting point at the end of your flashy combo, but if you want to keep your foe on their toes, try mixing up the two-hit combo with the three-hit one!
Forward Tilt - Frog Catching Fly
This is the first of Omi's moves to utilize his Wudai Weapon, the Shimo Staff. It's basically a little stick made of solid water (or ice, who knows) that's able to change its shape and size at Omi's will. When you input this move, Omi stands on one foot and raises and arm while simply poking his little stick forward for 7% damage and medium knockback. Like many Forward Tilts, you can angle this move up and down (the better to hit foes swimming in water with). With little lag on both ends, it's nearly as fast as his jab, thought it suffers from short range, comparable to Jigglypuff's Forward Tilt. The solution? Hold A, and the Shimo Staff will get really long! It will extend to nearly a platform's length, dealing the same damage and knockback as it stretches out. The downside is the slight increase in end lag as the Staff retracts, but hopefully you managed to hit your opponent so you don't have to worry about that.
Up Tilt - Crane Flying Kite
Omi performs a leaping flip kick to hit foes in front of and above him. It deals 7% damage and medium knockback in a steep, upward diagonal angle. What? That's not very interesting? Well, what if I said that Omi jumps to reach about twice his height to hit foes and is able to evade low attacks at the start of the move, and it's good for starting combos? Still not very creative? Ah, well, there's no pleasing everyone.
Also, if you use this move while Omi is standing on water, Omi will also kick up a spray of water in front of him that reaches about 2.5x his height and deals 9% damage, but more vertical knockback. This way, the range and power of the move is augmented by water.
Down Tilt - Dog Sniffing Ground
Omi whips out the Shimo Staff, which takes the form of a small mace for this move. He points it at the ground and quickly swings it around in a full circle to hit on all sides, dealing 8% damage and good medium horizontal knockback. Beware of shielding opponents, though, since they might be able to grab you from your vulnerable side.
If you use this move on water, the swinging of the Staff will also cause a small, damaging wall of water about Omi's height to rise around him, increasing the range of the move and deterring would-be attackers, too.
Dash Attack - Cat Skipping Stones
Omi's fist becomes surrounded by water as he draws it back, then he stops running and quickly throws a punch to release it at the foe. The water forms into a little stream that bounces along the ground, like Pikachu's Thunder Jolt. It travels the same distance while hugging the ground that a Thunder Jolt would after bouncing three times, and deals 6% damage and flinching knockback with each hit. It even hugs the ground like Thunder Jolt does, and makes an excellent spacing tool to give you room to start flooding the stage.
If you use this move on water, instead of the little bouncing stream, Omi simply points his hand forward and causes a series of large watery explosions to occur at the points where the stream of water would have touched the ground. Each splash deals 8% damage and good upward knockback, so this move is quite the potent weapon when facing waterlogged foes.
- Smash Attacks -
Forward Smash - Tiger Knocking on Door
This move isn't quite as dramatic-looking as the above picture, but you get the idea. While charging the move, Omi draws both of his hands back as a ball of spinning water forms between his hands. Upon release of the move, Omi throws his hands forward, forming a large watery fist the size of his whole body to punch the opponent with! This attack has good range and deals 17% damage uncharged with high, slightly rising horizontal knockback. It's obviously your move of choice for horizontal KOs, but be wary of the brief end lag as the fist disintegrates into little water droplets.
If you use this move on water, you'll notice that this move charges up slightly faster than normal, and creates a slightly larger fist that deals about 2% more damage and a little bit more knockback.
Up Smash - Tsunami Strike
This is one of Omi's signature moves! With his arms outstretched to his sides and one leg raised, a small puddle of water forms around his feet as he charges. When you release the move, Omi will spin around rapidly as the water forms a spiral around his body, as pictured above. In addition, the water at his feet creates a small suction effect directly next to Omi that can draw foes standing on the ground in. Opponents caught in the attack will get hit multiple times as he spins, for a maximum of 18% damage. At the end of the move, foes are sent flying straight up with high knockback, followed by a brief cooldown period as Omi stops spinning. If you're fast, you can catch opponents at the top of the screen using the Lunar Locket for a KO!
If you use this move on water, the suction effect covers a larger range (about a platform's length on both sides), making it deadly for foes that are swimming in the water near Omi.
Down Smash - Mikado Arm
For this move, Omi gets buff! The Mikado Arm is a Shen Gong Wu that gives the user big muscles. As he charges the move, Omi grasps the Mikado Arm as his biceps bulge. When the move is released, Omi spreads his arms out and spins around a couple of times, knocking foes away on all sides for 16% damage and high, strictly horizontal knockback. And while his biceps return to normal at the end of the move, the effects still linger a bit: the next move that Omi uses that involves his arms (even ones that use his Staff) will get a 1.3x buff in damage and knockback.
- Aerial Attacks -
Neutral Aerial - Mantis Doing Cartwheels
Wielding his Shimo Staff once again and making it grow to a length of twice his own body, Omi holds it at his side and spins it around rapidly, similar to Pit's Neutral Aerial. It has the same duration but a slightly larger range, hitting multiple times for a maximum of 10% damage. The final hit knocks the foe forward horizontally with medium knockback. This attack's quite useful for catching foes in midair and racking up damage.
Forward Aerial - Snake Eating Ice Cream
Omi uses the Shimo Staff again, but this time he breaks it into two parts to form two sickles! He slashes them vertically downward while doing a front flip, doing more damage if he can manage to hit the foe with the tip of the blades. This move is quick with great range and does a 12% damage if sweetspotted, 9% if not, and has above average knockback (if sweetspotted). It sounds like a pretty good aerial move; you should probably use it often in battle.
Back Aerial - Sneezing Panda
You know how in some fights scenes in movies, the camera slows down when someone does a cool kick? Well, the same thing happens here, except the camera doesn't slow down, it's just Omi. He spins around to deliver a devastating kick, but he's putting so much power into it that it's coming out very slowly! It takes about as long as a Falcon Punch to come out, actually. The good news is that it's just as strong as one if you manage to connect Omi's small foot with an opponent, dealing 20% damage and very high knockback. Aim carefully!
Up Aerial - Bear Making Pizza
Omi spins around a couple of times while raising one arm and releasing a stream of water upwardsfrom it. The result is something like a whirlpool that reaches about 1.5x the length of his body above his head and is slightly wider than his body as well. It hits multiple times for a maximum of 10% damage and finishes by knocking the opponent straight up with medium knockback. It makes for a good combo move; you can use it to follow up from an Up Tilt or an Up Smash, then finish with the Lunar Locket!
Down Aerial - Rooster Rides Elevator
This is the only standard move that Omi uses the Orb of Tornami for. He holds it below him and fires a single stream of ice downwards that reaches all the way to the ground (or the bottom blast zone). It causes Omi to stall in midair for about 1.5 seconds and actually gives him a decent 2x Ganondorf boost upwards as well, like a rocket (you can move side-to-side too). This boost decreases with consecutive uses, as does the length of the stream of ice. The stream of ice does 8% damage and only flinching knockback, but also has limited freezing capabilities (like the Ice Climbers' Blizzard). Use this move to obviously hit foes below you, but also to aid in your recovery too.
And one more thing! Like his regular Orb of Tornami attack, this move can create solid floating ice platforms too!
- Grab/Throws -
Grab - Mouse Finds Cheese
Omi's grab is pretty basic, but it should be noted that his grab range is kind of small (because he's a ******). Omi's able to grab foes out of the water, as well. During his grab and throw animations, he won't sink into the water.
Pummel - Horse Gnawing Rope
Omi punches the foe in his grip for 1% damage; a moderately fast pummel. If Omi is grabbing a foe on water, he'll dunk their head into the water for 2% damage instead, though this version of the pummel is slower.
Forward Throw - Rabbit Making Bed
Omi shoves his foe forward and summons several fists made of water to rise from the ground (or water). As Omi goes through a series of quick punching motions, the fists of water mimic him, pummeling the opponent before finishing with a swift uppercut. This throw does a maximum of 10% damage (12% if used on water) and medium knockback.
Up Throw - Dragon Eating Beans
Omi pushes his foe forward and points at the ground at their feet. Is something going to happen? Suddenly, a large geyser bursts forth from beneath the foe and sends them flying straight up with above average knockback and deals 9% damage. If used on water, the damage is the same but the size of the geyser and the knockback are roughly doubled. Again, using the Lunar Locket to call down the moon to hit the foe in midair once you send them flying doesn't sound like a bad idea.
Down Throw - Ox Sitting Down
Omi raises his arms in the air as a mini-tidal wave appears behind him. Then, as he throws his arms forward, it flies over his head and crashes into the foe, sending them into the ground, and dealing 9% damage. If used over water, this throw does 12% damage instead, but unfortunately pushes the foe out of range for a follow-up grab.
Backward Throw - Leopard Stretching Legs
Omi tucks and rolls between his foe's legs, then once he's behind them, he pops up and delivers a back kick with both feet, dealing 10% damage and medium knockback. Not as flashy as his other throws, but still kind of interesting, right?
Final Smash - Neptune Assault
Omi has grabbed the Smash Ball! When you activate his Final Smash, anyone within a platform's length in front of Omi will suddenly become engulfed by a large pillar of water and lifted high into the air as Omi follows. From here, he whips out his trusty Shimo Staff and begins rapidly battering any trapped opponents with it, the Staff changing forms with each hit. The Staff transforms into a sword, a mace, sickles, a hammer, a whip, a baseball bat, you name it. After the damage racking is complete, Omi slowly lifts his Staff high above his head, then swings it down with brutal force to split the pillar of water and send opponents sailing. In total, this move does 35% damage and very high knockback, so it's pretty much a guaranteed KO. Your opponents will definitely want to try to run or swim away from you once you grab the Smash Ball...that is, if they can.
Omi has grabbed the Smash Ball! When you activate his Final Smash, anyone within a platform's length in front of Omi will suddenly become engulfed by a large pillar of water and lifted high into the air as Omi follows. From here, he whips out his trusty Shimo Staff and begins rapidly battering any trapped opponents with it, the Staff changing forms with each hit. The Staff transforms into a sword, a mace, sickles, a hammer, a whip, a baseball bat, you name it. After the damage racking is complete, Omi slowly lifts his Staff high above his head, then swings it down with brutal force to split the pillar of water and send opponents sailing. In total, this move does 35% damage and very high knockback, so it's pretty much a guaranteed KO. Your opponents will definitely want to try to run or swim away from you once you grab the Smash Ball...that is, if they can.
- Playstyle -
Omi may look like he poses little threat due to his size, but looks can be deceiving. Many of his moves pack a lot of punch, and if you add the fact that he's quite agile on the ground and in the air and that he's hard to hit due to his size, you've got a real force to be reckoned with.
The biggest thing that Omi can do that makes him different from most other characters is the fact that he can flood the stage with the Orb of Tornami. The fact that he can completely change the battlefield can certainly turn the tide in his favor and ruin opponents' strategies (especially those based on gimping!). Omi is strong enough and fast enough to hold his own in a fight without being surrounded by water, but if you really want to give your opponent a hard time, make flooding the stage a priority. All it takes is roughly three seconds of spraying the ground with the Orb of Tornami, but of course, you need to make sure you can accomplish that. You can try a fully-charged Orb of Tornami to freeze the foe in place to buy yourself some time. Most of Omi's moves are quite powerful, and just sending your opponent flying might give you enough room to start spraying. Park yourself with your back to a ledge or other obstacle, such as a wall, and use the Orb of Tornami itself to repel your opponents by pushing them away with water.
Once you've successfully flooded the stage, watch and laugh as your opponents struggle to stay afloat! Poor jumpers and characters with poor midair attacks will have a very hard time trying to get to Omi, who is able to simply walk, run, and jump circles around them while peppering them with hits. Foes will try to make their way to the nearest platform (if one exists, lol Final Destination), so stay near one and try to keep them away from it. Mantis Flip Coin becomes an excellent move to catch opponents in midair with. The Two-Ton Tunic suddenly becomes a force to be reckoned with, as it is able to start dangerous tidal waves that can send your opponents to their doom. If your opponent is stranded in the water near a side blast zone, drop into the water while wearing the Two-Ton Tunic to sweep them away. If you've got precise aim, you can alternatively try to land on top of them for a spike into the depths. Don't forget to remove the Tunic before you drown, too!
Tidal waves will also carry floating ice platforms created by the Orb of Tornami and/or Down Aerial for the ride, too. Speaking of those ice platforms, they are solid, so it is possible to create one on top of an opponent in the water and prevent them from jumping out. They'll have to swim to get out from under the platform and get air. Keep in mind that you can create two at a time, so with some careful manipulation of the platforms and waves and your own interference with your attacks, you might be able to trap foes underwater until they drown for a KO! The platforms are also handy in team battles, especially if your teammate is not named Omi. Create platforms for your teammate to stand on so they're not reduced to flailing around in the water too.
Keep in mind that the water on the stage will slowly recede over time, so make sure you refill it with the Orb of Tornami when you get the chance, otherwise the water level will sink completely below the main platform and you'll have to start all over again.
You may have noticed that many of Omi's moves, such as Up Tilt, Up Aerial, Up Smash, and Up Throw send your opponent flying straight up (go figure). This is where the Lunar Locket comes in. In addition to raising the water level so that the fight is much closer to the top blast zone, it is also capable of summoning the moon for fancy vertical KOs! Use the aforementioned moves to send your opponent into the air and finish them off by calling the moon down to hit them. Up Tilt or Up Smash or Up Throw followed by the Up Aerial are pretty good ways of gaining vertical distance, although at high percentages or in certain conditions (such as being on water), the Up Smash and Up Throw alone might be sufficient. The Up Smash is especially useful on the water, since you don't even need to be right next to your foes to hit them; the rip currents caused by your spinning will bring them to you. Your opponent will try to use DI to avoid getting hit by the moon, so be flexible by moving around to catch them regardless of where they move. Also keep in mind that the moon is only capable of KOing as it comes down, so you may have to keep changing the tides in order to have access to this handy move.
As for horizontal KOs, we've already been over the tidal waves caused by the Two-Ton Tunic, so let's look at Omi's other ground moves. Omi's Jab Combo , Tilts, and Dash Attack are all good for damage racking. Keep in mind that Up Tilt, Down Tilt, and Dash Attack are all augmented by being on water, and against swimming opponents, you may have to angle your Forward Tilt in order to hit them with it. Once you've racked up enough damage, Forward Smash and Down Smash become great KO options. While they are both used to send foes flying horizontally, each has their little quirks (recall that Down Smash is strictly horizontal, covers both sides and gives Omi a buff, while Forward Smash hits on one side and charges slightly faster over water).
Omi's other Aerials are pretty handy too. We've already covered Down Aerial's platform capabilities and Up Aerial's combo potential. Neutral Aerial is another quick and handy option for catching foes who are in midair to rack up damage, while Omi's Forward Aerial is quite strong and effective for approaching, and can even net a KO if you're near the side blast zones. If you're gutsy, try landing the Back Aerial; its power will likely net you a KO as well if you can land it.
Omi is capable of grabbing foes out of the water, so feel free to pick on swimming, defenseless enemies! Remember that his Up, Side, and Down Throws are more powerful on the water, so use the one that best fits your current situation.
And that's Omi in a nutshell! He's a fast damage racker that excels at midair combat and can fend foes off effectively on land and especially on water. His size makes him hard to hit, but he is quite light too, so don't get too in over your head. Play smart and flow like water, young Xiaolin Dragon, and you'll be able to control the battlefield as you see fit!
- Extras -
Up Taunt -
Omi raises one hand, then with a smug look on his face says, "Talk to my fingers!"
Side Taunt -
Omi strikes a threatening pose and says, "Enough chat-chit!"
Down Taunt -
Omi pumps a fist and says, "In your head!"
Victory Pose 1 -
Omi does a couple of kicks at the camera and says, "I have angry skills!" From the background, Kimiko's voice can be heard saying, "Mad skills," to which Omi replies, "Correct!"
Victory Pose 2 -
Omi slaps his hands together as if finishing a dirty job and says, "Piece of pie!" Raimundo can be heard in the background saying "It's piece of cake," to which Omi replies, "That too!"
Victory Pose 3 -
Omi conjures a ribbon of water and gracefully manipulates it in the air.
Loss Pose -
Omi puts his hands together and bows deeply.
Character Entrance - and yells, "Gong Yi Tanpai!!!" (that means "Go!")
Costumes - Omi's standard robes come in Red (default), Yellow, Green, Black, and White. Here's his special Blue ninja costume:
Series Symbol - The yin-yang, a prominent Chinese symbol used frequently in Xiaolin Showdown.
Kirby Hat - Kirby gains Omi's eyebrows and that nine-dot pattern on his forehead. He's now able to use the Orb of Tornami, but he can't flood the stage like Omi can.
* The End *