

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


Frame Data (Updated for v2013)
Move | Command | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | JP | JC | JS | "Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
" | |||||||||||||
Far\Close LP | H | 30 | 4 | 3 | 8 | +6 | +2 | SM,EX,SA,CA | 1 | 1 | 1 | - | |
Far MP | H | 60 | 6 | 4 | 11 | +6 | +2 | SM,EX,SA,CA | 2 | 1 | 1 | - | |
Far HP | H | 90 | 14 | 4 | 19 | +6 | -7 | - | 3 | 1 | 1 | Crumple on standing counter hit | |
Far\Close LK | L | 30 | 4 | 2 | 9 | +6 | +2 | - | 1 | 1 | 1 | - | |
Far\Close MK | H | 60 | 9 | 3 | 17 | +1 | -3 | - | 2 | 1 | 1 | Whiffs on crouching opponent | |
Far HK | H | 90 | 11 | 3 | 16 | +6 | +1 | - | 3 | 1 | 1 | - | |
Close MP | H | 60 | 6 | 2 | 13 | +6 | +2 | SM,EX,SA,CA | 2 | 1 | 1 | - | |
Close HP | H | 90 | 5 | 4 | 22 | 0 | -6 | SM,EX,SA,CA | 3 | 1 | 1 | Forces standing | |
Close HK **LC | H | 100 | 5 | 2 | 29 | -5 | -11 | SM,EX,SA,CA | 3 | 1 | 1 | Forces standing | |
Crouch LP | H | 30 | 4 | 2 | 10 | +5 | +1 | SM,EX,SA,CA | 1 | 1 | 1 | - | |
Crouch MP | H | 60 | 12 | 2 | 21 | +2 | -7 | SM,EX,SA,CA | 2 | 1 | 1 | - | |
Crouch HP **LC | M | 100 | 20 | 5 | 24 | hard knockdown | -9 | - | 3 | - | - | - | |
Crouch LK | L | 30 | 5 | 3 | 8 | +6 | +2 | SM,EX,SA,CA | 1 | 1 | 1 | - | |
Crouch MK | L | 60 | 6 | 2 | 15 | +4 | 0 | SM,EX,SA,CA | 2 | 1 | 1 | - | |
Crouch HK | H | 60,50 | 7 | 1,2 | 24 | float | -4 | SM,EX,SA,CA | 3,3 | 1,1 | 1 | 1st hit: Forces standing, 2nd hit: Float on airborne opponent | |
Jump LP | M | 40 | 5 | 5 | until ground+4 | +12 | +4 | - | 1 | 1 | 1 | - | |
Jump MP | M | 70 | 7 | 2 | until ground+4 | +16 | +5 | - | 2 | 1 | 1 | Spike on airborne opponent | |
Jump HP | M | 100 | 6 | 3 | until ground+4 | +20 | +8 | - | 3 | 1 | 1 | - | |
Jump LK | M | 40 | 5 | 9 | until ground+4 | +12 | +4 | - | 1 | 1 | 1 | - | |
Jump MK | M | 70 | 7 | 4 | until ground+4 | +16 | +5 | - | 2 | 1 | 1 | - | |
Jump HK | M | 100 | 7 | 2 | until ground+4 | +20 | +8 | - | 3 | 1 | 1 | - | |
Launcher **LC | HP+HK | H | 100 | 13 | 2 | 54 | switch | -34 | - | 3 | - | - | Crushes crouching attacks frames 1-14, Launches opponent while switching characters |
Cross Cancel | f+HP+HK (while blocking) | H | 120 | 14 | 22 | 26 | hard knockdown | -26 | - | - | - | - | Invulnerability frames 1-15, Resembles Blazing Kick |
Rag Doll | LP+LK | throw | 130 | 5 | 2 | 20 | hard knockdown | - | - | - | - | - | - |
Deadly Spear | b+LP+LK | throw | 130 | 5 | 2 | 20 | hard knockdown | - | - | - | - | - | - |
- | LP > LP | H | 40 | 4 | 3 | 5 | +9 | +7 | BC,LA | 1 | 1 | 1 | - |
Flash Punch Combo | LP > LP > MP | H | 80 | 9 | 4 | 31 | knockdown | -13 | - | 2 | 1 | 0 | - |
- | LP > MP | H | 60 | 5 | 2 | 26 | -7 | -11 | BC,LA | 2 | 1 | 1 | - |
Demon Slayer | LP > MP > MP | H | 90 | 11 | 3 | 18 | +4 | -1 | SM,EX,SA,CA | 2 | 1 | 1 | Doesn’t combo, Knockdown on airborne opponent |
- | f+HK | H | 70 | 5 | 2 | 20 | +4 | -2 | SM,EX,SA,CA | 3 | 1 | 1 | Forces standing |
- **LC | f+HK > HK | M | 30 | 17 | 2 | 30 | -11 | -15 | - | 2 | 1 | 1 | Knockdown on airborne opponent |
- | f+HK > HK > HK | L | 30 | 11 | 2 | 20 | -1 | -5 | - | 2 | 1 | 1 | Knockdown on airborne opponent |
- **LC | f+HK > HK > HK > HK | H | 30 | 11 | 2 | 30 | -11 | -15 | - | 2 | 1 | 1 | Knockdown on airborne opponent |
Infinite Kick Combo | f+HK > HK > HK > HK > HK | H | 50 | 16 | 3 | 30 | hard knockdown | -11 | SM,EX,SA,CA | 3 | 1 | 0 | - |
- **LC | uf+LK | H | 40 | 5 | 9 | 22 | hard knockdown | -10 | - | 1 | 1 | 1 | Airborne frames 3-28 |
- **LC | uf+LK > MK | H | 60 | 5 | 4 | 21 | hard knockdown | -3 | - | 2 | 1 | 1 | - |
Hunting Hawk **LC | uf+LK > MK > LK | M | 30 | 11 | 2 | 22 | hard knockdown | -6 | - | 3 | 1 | 0 | - |
- | d+LK > d+MK | L | 60 | 8 | 3 | 19 | -1 | -5 | EX,SA | 2 | 1 | 1 | - |
Snake Blade | d+LK > d+MK > d+MK | H | 80 | 11 | 3 | 22 | float | -3 | - | 3 | 1 | 1 | Knockdown on airborne opponent |
Waning Moon LP | qcb+LP | standing throw (H) | 150 | 9 | 2(6)2 | 42 | hard knockdown | -22 | - | 3 | 4 | 0 | 1st active frames are standing throw, 2nd active frames are striking attack |
Waning Moon MP | qcb+MP | standing throw (H) | 155 | 9 | 2(10)2 | 46 | hard knockdown | -26 | - | 3 | 4 | 0 | 1st active frames are standing throw, 2nd active frames are striking attack |
Waning Moon HP | qcb+HP | standing throw (H) | 160 | 9 | 2(14)2 | 51 | hard knockdown | -31 | - | 3 | 4 | 0 | 1st active frames are standing throw, 2nd active frames are striking attack |
Waning Moon EX | qcb+PP | standing throw (H) | 160 | 9 | 2(9)2 | 42 | hard knockdown | -22 | - | 3 | 4 | 0 | 2 points of armor during frames 1-19, 1st active frames are standing throw, 2nd active frames are striking attack |
Ancient Power LP | f,d,df+LP | counter | 180 | 4 | 17 | 31 | hard knockdown | - | - | - | - | - | Counters low strikes, Vulnerable to airborne attacks |
Ancient Power MP | f,d,df+MP | counter | 180 | 4 | 17 | 31 | hard knockdown | - | - | - | - | - | Counters high and overhead strikes |
Ancient Power HP | f,d,df+HP | H | 100 | 9 | 5 | 33 | knockdown | -25 | - | 3 | 3 | 0 | Strike and projectile invulnerability frames 1-9, Attack counts as projectile |
Ancient Power EX | f,d,df+PP | H | 120 | 9 | 5 | 33 | knockdown | -16 | - | 3 | 3 | 0 | Invulnerability frames 1-13, Attack counts as projectile |
Blazing Kick LK | qcb+LK | H | 100(60) | 8 | 22 | 26 | float | -6 | - | 3 | 3 | 0 | Reflects one projectile horizontal frames 8-15 |
Blazing Kick MK | qcb+MK | H | 100(60) | 8 | 22 | 26 | float | -6 | - | 3 | 3 | 0 | Reflects one projectile at a 45 degree angle frames 8-15 |
Blazing Kick HK | qcb+HK | H | 100(60) | 8 | 22 | 26 | float | -6 | - | 3 | 3 | 0 | Reflects one projectile at a 80 degree angle frames 8-15 |
Blazing Kick EX | qcb+KK | H | 100(60) | 8 | 22 | 26 | float | -6 | - | 3 | 2 | 0 | Reflects one projectile horizontal frames 8-15, Invulnerability frames 1-7 |
Owl's Hunt LK | f,d,df+LK | M | 100 | 24 | 3 | 30 | float | -11 | - | 3 | 3 | 0 | Airborne frames 5-20, Ground bounce on counter hit |
Owl's Hunt MK | f,d,df+MK | M | 100 | 24 | 3 | 30 | float | -11 | - | 3 | 3 | 0 | Airborne frames 5-20, Ground bounce on counter hit |
Owl's Hunt HK | f,d,df+HK | M | 100 | 24 | 3 | 30 | float | -11 | - | 3 | 3 | 0 | Airborne frames 5-20, Ground bounce on counter hit |
Owl's Hunt EX | f,d,df+KK | M | 100 | 24 | 3 | 30 | float | -11 | - | 3 | 3 | 0 | Airborne frames 5-20, Tracks opponent, Ground bounce on counter hit |
Owl's Hunt | K (during Quick Rise) | M | 100 | 24 | 2 | 31 | float | -11 | - | - | - | 0 | Airborne frames 1-20, Invulnerability frames 21-24, Tracks opponent, Ground bounce on counter hit |
Indigo Punch LP | qcf+LP | H | 100 | 16 | 2 | 18 | knockdown | +2 | - | 5 | 3 | 0 | Chargeable: 51F for EX Version and 100F for Super Art, Attack counts as projectile |
Indigo Punch MP | qcf+MP | H | 110 | 20 | 3 | 19 | knockdown | 0 | - | 5 | 5 | 0 | Chargeable: 51F for EX Version and 100F for Super Art, Attack counts as projectile |
Indigo Punch HP | qcf+HP | H | 130 | 25 | 4 | 18 | knockdown | 0 | - | 5 | 5 | 0 | Chargeable: 51F for EX Version and 100F for Super Art, Attack counts as projectile |
Indigo Punch EX | qcf+PP | H | 100 | 19 | 3 | 21 | wall bounce | -2 | - | 3 | 3 | 0 | Chargeable: 51F for Super Art, attack has one hit of projectile durability |
Hell Inferno | qcf+PPP | H | 340 | 10 | 7 | 82 | hard knockdown | -73 | - | 3 | 1 | - | 63 frames cinematic freeze before attack begins, Invulnerability frames 1-active, Start up depends on distance to opponent |
Cross Art **LC | qcf+MP+MK | H | 150+ | 9 | 2 | 48 | switch | -29 | - | 3 | - | - | 64 frames cinematic freeze before attack begins, Invulnerability frames 1-10 |
Boost Chain Frame Data
Move | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | "Notes |
---|---|---|---|---|---|---|---|---|---|
" | |||||||||
Far MP | H | 42 | 6 | 4 | 18 | -1 | -5 | EX,SA,CA | - |
Far HP | H | 63 | 14 | 4 | 32 | -7 | -20 | - | Crumple on standing counter hit |
Far\Close MK | H | 42 | 9 | 3 | 24 | -6 | -10 | - | Whiffs on crouching opponent |
Far HK | H | 63 | 11 | 3 | 25 | -3 | -8 | - | - |
Close MP | H | 42 | 6 | 2 | 21 | -2 | -6 | EX,SA,CA | - |
Close HP | H | 63 | 5 | 4 | 32 | -10 | -16 | EX,SA,CA | Forces standing |
Close HK **LC | H | 70 | 5 | 2 | 42 | -18 | -24 | EX,SA,CA | Forces standing |
Crouch MP | H | 42 | 12 | 2 | 30 | -7 | -16 | EX,SA,CA | - |
Crouch HP **LC | M | 70 | 20 | 5 | 33 | hard knockdown | -18 | - | - |
Crouch MK | L | 42 | 6 | 2 | 21 | -2 | -6 | EX,SA,CA | - |
Crouch HK | H | 42,35 | 10 | 1,2 | 33 | float | -13 | EX,SA,CA | 1st hit: Forces standing, 2nd hit: Float on airborne opponent |
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)