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* '''Power''': He retains all the other form's strengths, including damage, range, okizeme and fast unblockables. | * '''Power''': He retains all the other form's strengths, including damage, range, okizeme and fast unblockables. | ||
* '''Gimmicks''': He bends the rules a bit with long-range and unblockable breath weapons, a teleporting wake-up option, and a unique "juggle escape". | * '''Gimmicks''': He bends the rules a bit with long-range and unblockable breath weapons, a teleporting wake-up option, and a unique "juggle escape". | ||
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* '''Juggler's Dream''': True Ogre's hitbox is so huge, even while lying down, that some characters are capable of death combos against him off of a launch. | * '''Juggler's Dream''': True Ogre's hitbox is so huge, even while lying down, that some characters are capable of death combos against him off of a launch. | ||
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Revision as of 10:36, 8 March 2024
Introduction
When Ogre is defeated, it reveals its true, monstrous form. If it is not stopped, the world will enter into an age of darkness.
True Ogre has almost the same moveset as Ogre, but he comes with some key differences. Generally speaking, the most important difference is that True Ogre has much greater range on his attacks, but suffers from having a massive hitbox that that makes him vulnerable to being juggled and OTG'd for days. You could therefore argue that True Ogre is like the glass cannon version of the two. He loses the green form's Ancient Power high strike reversal move, but gains several new moves it which utilize his new characteristics: horns, tail, wings and fire-breathing ability. Some of these unique moves are questionably useful or gimmicky, while others are genuinely strong. All said, True Ogre can be played like regular Ogre just with better range, just try not to get knocked down or launched.
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