Street Fighter X Tekken/Ogre: Difference between revisions

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{{SFxTCharacterHeader|Ogre|ogre|
{{SFxTCharacterHeader|Ogre|ogre|
Ogre is the "Tekken boss" in this game, with Akuma being the other boss. Ogre is one of the main villains in the Tekken universe and caused the deaths of many major characters in Tekken 3. He is an Alien from another world.
Either
|
|
Yep, it's normal Ogre. True Ogre is only an alt costume. Ogre is a close range character who does a lot better when the opponent attacks first. Ogre has great damage, great counters, and some of the best tag combos in the game.}}
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 ===
Ogre has many similar combos. A jump in of your choice, Snake blade, or tag cancel him in > Hunting Hawk > a crouching normal of your choice xx special, super, or cross art is how Ogre's combos generally go.
* [[File:d.png]] + [[File:lk.png]] > [[File:d.png]] + [[File:mk.png]] > [[File:d.png]] + [[File:mk.png]] > [[File:uf.png]] + [[File:lk.png]] > [[File:mk.png]] > [[File:d.png]] + [[File:hk.png]] OR [[File:mk.png]] xx Any special


* [[File:d.png]] + [[File:lk.png]] > [[File:d.png]] + [[File:mk.png]] > [[File:d.png]] + [[File:mk.png]] > [[File:hp.png]] > [[File:d.png]] + [[File:mk.png]] xx Any special
* 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 ===
* N/A
 
* 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 ===
* N/A
 
* 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

Street Fighter X TekkenSFxTLogo.png
Street Fighter X Tekken#CharactersStreet Fighter X Tekken/Character HealthStreet Fighter X Tekken/Basic ElementsStreet Fighter X Tekken/MovementStreet Fighter X Tekken/Solo OffenseStreet Fighter X Tekken/Capcom Juggle SystemSFxTHeaderButtons.png

Ogre

Sfxt ogre face.jpg

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

Name
Command
Notes
Standing Light Punch
Lp.png
Speccancel.png
Standing Medium Punch
Mp.png
Speccancel.png
Standing Hard Punch
Hp.png
Chcrumple.png
Standing Light Kick
Lk.png
Low.png
Standing Medium Kick
Mk.png
Standing Hard Kick
Hk.png
Close Hard Punch
(near opponent) Hp.png
Speccancel.png
Close Hard Kick
(near opponent) Hk.png
Speccancel.png
Crouching Light Punch
D.png + Lp.png
Speccancel.png
Crouching Medium Punch
D.png + Mp.png
Crouching Hard Punch
D.png + Hp.png
High.png
Hardknockdown.png
Crouching Light Kick
D.png + Lk.png
Low.png
Speccancel.png
Crouching Medium Kick
D.png + Mk.png
Low.png
Speccancel.png
Crouching Hard Kick
D.png + Hk.png
Speccancel.png
Knockdown.png on 2nd hit
Jump Light Punch
Ub.png / U.png / Uf.png + Lp.png
High.png
Jump Medium Punch
Ub.png / U.png / Uf.png + Mp.png
High.png
Groundbounce.png vs airborne
Jump Hard Punch
Ub.png / U.png / Uf.png + Hp.png
High.png
Jump Light Kick
Ub.png / U.png / Uf.png + Lk.png
High.png
Jump Medium Kick
Ub.png / U.png / Uf.png + Mk.png
High.png
crossup
Jump Hard Kick
Ub.png / U.png / Uf.png + Hk.png
High.png


Unique Attacks

Name
Command
Notes
Flash Punch Combo
Lp.png ---.png Lp.png ---.png Mp.png
Knockdown.png on 3rd hit
Demon Slayer
Lp.png ---.png Mp.png ---.png Mp.png
Speccancel.png on 3rd hit
Infinite Kick Combo
F.png + Hk.png ---.png Hk.png ---.png
Hk.png ---.png Hk.png ---.png Hk.png
High.png on 2nd hit
Low.png on 3rd hit Knockdown.png on 5th hit
Speccancel.png on 5th hit
Knockdown.png vs airborne hits 2-5
Hunting Hawk
Uf.png + Lk.png ---.png Mk.png ---.png Lk.png
Hardknockdown.png
High.png on 3rd hit
Snake Blade
D.png + Lk.png ---.png
D.png + Mk.png ---.png
D.png + Mk.png
Low.png on 1st and 2nd hit
Knockdown.png on 3rd hit

Throws

Name
Command
Notes
Rag Doll
F.png or N.png + Lp.png + Lk.png
Throw.png
Deadly Spear
B.png + Lp.png + Lk.png
Throw.png

Special Moves

Name
Command
Notes
Waning Moon
Qcb.png + P.png
Ex.png
Throw.png at close range
Armored.png on Ex.png
Ancient Power
Dp.png + P.png
Ex.png
Knockdown.png
L.png counters Low.png
M.png counters mid and High.png
H.png and Ex.png activate alone
Blazing Kick
Qcb.png + K.png
Ex.png
Knockdown.png
Proj.png reflector
L.png reflects F.png
M.png reflects Uf.png
H.png reflects U.png
Ex.png reflects F.png at increased speed
Owl's Hunt
Dp.png + K.png
Ex.png
teleport falling attack
L.png teleports close
M.png teleports midscreen
H.png teleports far
Ex.png tracks opponent
Owl's Hunt
(during Quick Recovery) K.png
During normal wakeup only
Indigo Punch
Qcf.png + P.png
Ex.png Chrg.png
Knockdown.png
wallbouce on Ex.png

Super Combo

Name
Command
Notes
Hell Inferno
Qcf.png + 3p.png


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)


Combos Into Supers

  • Uf.png + Mp.png > Uf.png Lk.png Mk.png > Mk.png xx Super
  • Uf.png + Hp.png > Uf.png Lk.png Mk.png > Hk.png xx Super
  • D.png + Lk.png > D.png + Mk.png > Mk.png + Hp.png > Uf.png Lk.png Mk.png > Hk.png xx Super

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