Random Things to Know:
- In MK dittos, the smartest person with the best spacing wins. F-tilt when MK charges at you. Use tornado as a recovery as well as edgeguard (MK can't up+b through MK's tornado). MK dittos are seperated in to two pieces: the ground game and the ledge game. Two smart MK's will do little to no edgeguarding since edgeguarding MK is very dangerous. Oh, and most people sidestep a lot in MK dittos; especially when they feel like they're in d-smash range.
- MK vs. G&W is difficult if the MK is being too offensive. Nearly every aerial G&W has out prioritizes MK and because a good G&W is always in the air, MK's ground game is less effective. Know things that work and don't work. When your below G&W, 9/10 they will come down with a key. Powershielding key to d-smash is great. If a G&W short hops to f-air, be ready to punish them because there is a lot of landing lag. If you're above, expect an up+b and intercept with a d-air or just get out the way. F-tilt works great against G&W ground wise. Don't get hit by G&W's d-throw to d-smash. Respect the f-smash and never stay "inside" of a G&W. G&W's kill moves are his f-smash, d-smash, up-smash on the ground, and his key (his f-air is way too predictable to get hit by). Space everything and never get in close unless you're guaranteed a grab or you're tornado'ing in and out.
- The Omnigay is an awesome name.
- The "Omnigay Team" is already in use by me and G-Regulate, who uses Snake. If the other team knows what they're doing, double teaming Snake hurts the strategy a lot. Better to just spend more time getting good at the game then trying to master this technique.
- MK vs. Snake is dangerous. IMO, a perfect MK will always beat a perfect Snake, but that's a silly analogy. Simply put, MK's speed allows him to manuever and punish Snake violently. All setups with MK should have the common goal of attempting to knock him off the stage, no matter what his % is. Once Snake is in the air for whatever reason, don't be an idiot and chase after him like a dog to the neighborhood car. Wait for the airdodge, then attack. If they catch on, assume that they won't air-dodge and punish before they can think twice. It's a rock, paper, scissors game. Oh, and if they f-tilt you and your shield, please dash grab them ty.
- A little more about campy Snakes. If you rely on tornado, you're screwed. Campy Snakes will hold on to their grenades (leaving room for the Omnigay), or the majority of the time roll -> grenade drop because it's an anti-tornado defense. Get slightly out of Snake's f-tilt range and be patient. Alot of them will roll into you or sidestep. A MK slightly outside of anyone's range makes them get very anxious to do some kind of evasive manuever. When in doubt, just stick to the air. If you see them full-hopping to n-air, learn what parts of the move you can punish it.
For the record, I'm not bad at this game.