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{{SFxTCharacterHeader|Ogre|ogre| | {{SFxTCharacterHeader|Ogre|ogre| | ||
Either | |||
| | | | ||
After being written off as dead following Tekken 3, Ogre has revived in Street Fighter x Tekken to make a | |||
statement and show the world that time has not passed him by. Ogre’s normal attacks reach far, | |||
although not quite far enough for safe boost strings, and two of his better ones (cr.mp and cr.mk) are | |||
cancellable into safe specials for easy confirms into damage. If he can get in close enough, Ogre has a | |||
devastating high-low game that keeps an opponent constantly guessing on which direction he is going to | |||
hit from next thanks to a launching target combo that starts from a low and is easily confirmable, and an | |||
overhead target combo that can suddenly be turned into a high-low mixup at a moment’s notice due to | |||
the unique properties of each hit. Alternatively, he can throw opponents if they get too keen on blocking: | |||
his Waning Moon not only functions as a strong juggle ender, but it will count as a command throw to | |||
standing opponents. His uf+LK can hop over lows and is safe on block if Ogre does not immediately | |||
engage into the next input of the its Target Combo, giving him another option to use in footsies. His | |||
Blazing Kick is completely safe, while his EX Blazing Kick is not only safe, but it launches and has | |||
invincibility frames; Blazing Kicks can even reflect projectiles at numerous angles if timed properly. His | |||
HP Ancient Power, the Force Field, is an incredible anti-air that protects Ogre from all manner of air | |||
attacks, even crossups. His primary weakness is when he goes into the air: most his air attacks have | |||
slow startup, awkward hitboxes, and not much priority. On the ground, he does not have any reliable | |||
anti-air buttons, forcing him to be on point with his Force Field (or a meaty Blazing Kick). He is capable of | |||
bringing the slaughter either at the start of the match or as an anchor. | |||
| | |||
+Several long range pokes that can be cancelled into safe special attacks | |||
+Very strong high/low game thanks to multiple target combos that lead to combos as well as his | |||
teleporting Owl Hunt (dp+k) | |||
+His HP Force Field (dp+HP) stops both front and cross-up aerial attacks | |||
+Blazing Kick (qcb+K) is safe on block | |||
+LP > LP Target Combo is +9 on hit and +7 on block, allowing him to easily confirm into combos, | |||
pressure, or mixups. | |||
+Low Target combo (cr.LK, cr.MK, cr.MK) is safe on block throughout its entirety with the final hit on block | |||
being -3 with significant pushback | |||
+EX Blazing Kick (qcb+KK) has invulnerability frames and starts a juggle, in addition to being safe on | |||
block | |||
+Can advance while attacking using Hunting Hawk (uf+LK) with very little risk of punishment | |||
+Can achieve a juggle state meterless | |||
| | |||
-Many of his normal attacks are slow on startup and recovery, and extend his hurtbox far | |||
-Vulnerable to safe jumps as Force Field has somewhat slow startup for a reversal and is unsafe on block | |||
-Large hurtbox | |||
-Many of his strings can be interrupted with Reversals}} | |||
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== Combos == | == Combos == | ||
=== Bread and Butters === | === Bread and Butters === | ||
* | * cr.HK(2) xx CADC, cl.HK xx CADC, cl.HP xx qcb+HP (394) | ||
(0bar, medium) | |||
* cl.HK xx dp+LK, cl.HK xx CADC, cl.HK xx dp+K, qcf+LP (460) | |||
(0bar, corner, hard) | |||
=== Hit Confirm Combos === | === Hit Confirm Combos === | ||
* | |||
* st.LP>LP, cr.HK(2) xx CADC, cl.HK xx CADC, cl.HP xx dp+LK(332) | |||
(0bar, medium) | |||
* st.LP>LP, cr.HK(2) xx CADC, cl.HK xx CADC, cl.HP xx qcb+HP(362) | |||
(0bar, medium) | |||
* st.LK, cr.LK>d+MK>d+MK, st.HP, cr.MK xx dp+MK (288) | |||
(0bar, hitconfirm, easy) | |||
=== Post-launch Combos === | |||
* uf+LK>MK, cl.HK xx dp+LK | |||
(0bar, easy) | |||
* cl.HK xx CADC, cl.HK x qcb+HP | |||
Use cl.HP x qcb+HP ender if unsure on juggle height | |||
(0bar, medium) | |||
=== Advanced Combos === | === Advanced Combos === | ||
* | |||
* qcb+KK, uf+LK>MK, cl.HK xx qcb+HP (354) | |||
(1bar, invulnerable, easy) | |||
* cl.HK xx qcf+PP, dash forward, cl.HK xx CADC, cl.HP xx qcb+P | |||
(1bar, medium) | |||
Overhead | |||
* (f+HK)>HK>HK>HK>HK xx qcb+LP (209) | |||
(0bar, easy) | |||
* (f+HK)>HK>HK>HK>HK xx dp+MK/dp+HK (179) | |||
(0bar, easy) | |||
* (f+HK)>HK>HK>HK>HK xx dp+K, cl.HK xx qcf+HP (281) | |||
(0bar, corner, easy) | |||
=== Combos Into Supers === | === Combos Into Supers === |
Revision as of 21:42, 26 September 2023


Ogre
Ideal Team Position: Either
After being written off as dead following Tekken 3, Ogre has revived in Street Fighter x Tekken to make a statement and show the world that time has not passed him by. Ogre’s normal attacks reach far, although not quite far enough for safe boost strings, and two of his better ones (cr.mp and cr.mk) are cancellable into safe specials for easy confirms into damage. If he can get in close enough, Ogre has a devastating high-low game that keeps an opponent constantly guessing on which direction he is going to hit from next thanks to a launching target combo that starts from a low and is easily confirmable, and an overhead target combo that can suddenly be turned into a high-low mixup at a moment’s notice due to the unique properties of each hit. Alternatively, he can throw opponents if they get too keen on blocking: his Waning Moon not only functions as a strong juggle ender, but it will count as a command throw to standing opponents. His uf+LK can hop over lows and is safe on block if Ogre does not immediately engage into the next input of the its Target Combo, giving him another option to use in footsies. His Blazing Kick is completely safe, while his EX Blazing Kick is not only safe, but it launches and has invincibility frames; Blazing Kicks can even reflect projectiles at numerous angles if timed properly. His HP Ancient Power, the Force Field, is an incredible anti-air that protects Ogre from all manner of air attacks, even crossups. His primary weakness is when he goes into the air: most his air attacks have slow startup, awkward hitboxes, and not much priority. On the ground, he does not have any reliable anti-air buttons, forcing him to be on point with his Force Field (or a meaty Blazing Kick). He is capable of bringing the slaughter either at the start of the match or as an anchor.
Strengths | Weaknesses |
---|---|
+Several long range pokes that can be cancelled into safe special attacks +Very strong high/low game thanks to multiple target combos that lead to combos as well as his teleporting Owl Hunt (dp+k) +His HP Force Field (dp+HP) stops both front and cross-up aerial attacks +Blazing Kick (qcb+K) is safe on block +LP > LP Target Combo is +9 on hit and +7 on block, allowing him to easily confirm into combos, pressure, or mixups. +Low Target combo (cr.LK, cr.MK, cr.MK) is safe on block throughout its entirety with the final hit on block being -3 with significant pushback +EX Blazing Kick (qcb+KK) has invulnerability frames and starts a juggle, in addition to being safe on block +Can advance while attacking using Hunting Hawk (uf+LK) with very little risk of punishment +Can achieve a juggle state meterless |
-Many of his normal attacks are slow on startup and recovery, and extend his hurtbox far -Vulnerable to safe jumps as Force Field has somewhat slow startup for a reversal and is unsafe on block -Large hurtbox -Many of his strings can be interrupted with Reversals |
Moves
Normal Attacks





























































crossup





Unique Attacks













































Throws









Special Moves
































teleport falling attack










wallbouce on

Super Combo


Move Analysis
Normal Moves
N/A
Unique Attacks
N/A
Normal Throws
N/A
Special Moves
N/A
Super Combos
N/A
The Basics
N/A
Advanced Strategy
N/A
Combos
Bread and Butters
- cr.HK(2) xx CADC, cl.HK xx CADC, cl.HP xx qcb+HP (394)
(0bar, medium)
- cl.HK xx dp+LK, cl.HK xx CADC, cl.HK xx dp+K, qcf+LP (460)
(0bar, corner, hard)
Hit Confirm Combos
- st.LP>LP, cr.HK(2) xx CADC, cl.HK xx CADC, cl.HP xx dp+LK(332)
(0bar, medium)
- st.LP>LP, cr.HK(2) xx CADC, cl.HK xx CADC, cl.HP xx qcb+HP(362)
(0bar, medium)
- st.LK, cr.LK>d+MK>d+MK, st.HP, cr.MK xx dp+MK (288)
(0bar, hitconfirm, easy)
Post-launch Combos
- uf+LK>MK, cl.HK xx dp+LK
(0bar, easy)
- cl.HK xx CADC, cl.HK x qcb+HP
Use cl.HP x qcb+HP ender if unsure on juggle height (0bar, medium)
Advanced Combos
- qcb+KK, uf+LK>MK, cl.HK xx qcb+HP (354)
(1bar, invulnerable, easy)
- cl.HK xx qcf+PP, dash forward, cl.HK xx CADC, cl.HP xx qcb+P
(1bar, medium)
Overhead
- (f+HK)>HK>HK>HK>HK xx qcb+LP (209)
(0bar, easy)
- (f+HK)>HK>HK>HK>HK xx dp+MK/dp+HK (179)
(0bar, easy)
- (f+HK)>HK>HK>HK>HK xx dp+K, cl.HK xx qcf+HP (281)
(0bar, corner, easy)