Oh she always gets away for free with even slightly good spacing after those moves, especially 66A+B.
Oh, I should have mentioned that I was talking about when the pokes are blocked from a point-blank range. If you're not brushing foreheads then yeah Omega can generally backstep for free.
I think the aGI gives Omega major headaches if used correctly. It aGIs every mid horizontal and almost every mid vertical she has except 4b and DNS B . (BB, 2a, 3b, b+k, 1b, 3a+b, 66b, 66a, 2b, 44b+k, wr b, etc just to name a couple.) Those are some good moves man!
Actually, you make a good point. And considering how the glitch gives it such broken meterless (actually, meter-gaining) damage just for countering a single poke, I can see how it could really help with the mindgames. I guess I've never had a Pat player abuse it in a serious match so I hadn't considered it... And of course, there's the fact that I spam 6K (a delayed 6K has nice tracking properties too so it can be an answer to almost anything).
Okay, thank you very much.
Now, while we are it, do you have any ideas for Omega -Hilde and Omega - Maxi ? Sawazuma and Kamichang will be here !
Really? That's awesome!
Unfortunately I have very little MU experience against both of those characters, so you'll probably already know more than I do, but I'll list a couple of things that come to mind...
With Maxi, it's worth familiarising yourself with how to deal with all his basic strings (e.g. you can JG RO KK but still react to him doing RO KA) just so you don't ever get gimmicked out. I also found a nice punish the other day:
If he uses LO BK, TC the second hit with NS A. It will catch him at the angle where NS A combos into DNS B:4 for 95 meterless damage! :D
If he lands his right side grab, TECH BACKWARDS then duck. The grab usually combos and tech traps into BL K BE, but Omega's tiny hitbox can escape it.
And a more general rule: step to your right. Otherwise you'll end up eating a lot of 6A+B, amongst other stuff like 66B+K. And watch out for WR B+K, of course. It sometimes tracks and it's safe on block, so I'd suggest interrupting when you expect it, or just backing off then whiff punishing with DNS B.
As for Hilde... She can't punish 66A or DNS B so Omega has an easier time getting in than most characters. Again, her lack of an i12 punisher allows you to run 33K/throw mixups and you have 66A to make her stand still and respect your mixups. On the subject of throws, B+G 2B is pretty annoying for her, because if you landed a B grab, she probably tried to break A (and therefore stopped charging A), so if you then use the B follow up, she either takes the damage, or stops charging B too. Also, grab spam is pretty legit when she doesn't have meter for a CE punish, I think the best thing she gets on a ducked grab is 6AKA (not scary damage and negative on hit).
C2A is probably the hardest part of this MU. Anti-step, anti-duck, anti-YOLOmashing, and the nature of charging can make her C2A timing unpredictable at times and therefore hard to GI consistently. I think JG is generally the safest answer if you start to predict her C2As, but remember that it's only -15 on JG. So if you wanna get greedy with your punish, your DNS B buffer has to be TIGHT (I just opt for regular stab).
You really have to think quickly when up close because a lot of Hilde's attacks have really short blockstun, so if you don't commit to a read immediately, she'll probably get away with mashing or moving at disadvantage despite you trying to counter it. For example, both 66K into backstep and 66K into 2A lose to DNS B if you blocked the 66K up close, but when under pressure, the blockstun is so short that it's hard to judge the range and act accordingly before you lose your frame advantage.
And then there's the obvious stuff, like baiting out whiffs at mid range, punishing 22B, using JG or A+B on unsafe charge strings, and breaking A grabs when she has 1.5+ meter.
Edit: oh, and I don't recommend applying RO pressure on her unless she has a big life lead and you need to steal the round.
B+G = reverse RO
A+G BE = reverse RO
3B BE = reverse RO
3A = aGI on mids... then reverse RO