Street Fighter X Tekken/Ogre

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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

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)


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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