The final boss of Tekken 3 and the first final boss to not be a member of the Mishima Clan, Ogre makes his return to Tekken after shaking off ring rust in Street Fighter x Tekken. Like in Tekken Tag Tournament, both his normal (called "Ancient) and evolved forms are playable, but interestingly his True form was made playable first.
From Tekken Zaibatsu:
Ogre’s strengths:
- Punishing (range)
- Range
- Movement (front and back)
Ogre’s weaknesses:
- Lack of good crushes
- Lack of a quick low
- Short legs
- Movement (sides)
Because of Ogre’s lack of a quick counter hitting move, lack of legitimate crushes, and lack of quick lows, it can be very hard to stop momentum from characters like Law and Nina.
How should I play Ogre?
Simple, range your opponents out. Also, you need to make sure to punish everything, and from a crouch, that means you will need to gauge your range because of Ogre’s gimpy leg range.
Ogre’s range is ridiculous, including his jab. As an MvC2 Dhalsim player, I can appreciate a quick, looooong ranged jab. This jab will help you keep space in the match. DON’T just let your opponents run in. Make them work for it! Range, range, range, range, range. If you can’t move, your opponent will walk all over you. Ogre, perhaps more than most characters you see, will seem really strong or really weak depending on the player and opponent.
Crushes
This is one of Ogre’s weak points if they start rushing you down. My recommendations?
high crush:
dick punches (d+1, FC+2)
b+3 (slow, but ACTUALLY crushes early, minimally punishable, some tracking, juggle on CH, + frames on hit)
… everything else that “high crushes” just doesn’t do it consistently or isn’t worth it (-frames on hit). I’ve been jabbed out of d/f+1+2, and floated by jabs out of both u+4 and u/b+3. Combo’d by the same moves they supposedly crush.
low crush: hahahahah… haha. HA… HAHAHAHHAHA, HAH!!!
No, but seriously, I don’t think he has anything semi-quick that consistently crushes lows. Then they’re all so slow on startup… your best but MIGHT actually be u/f,N+4… gross! I guess there’s u/f+3,4,3+4, but I think that’s still punishable on block, too (-12 Hwo version). Worth a try I guess.
Punishes
(standing)
i10) 1,2,2 (+4)
i10) 2,2 (-2) [slightly stronger]
i13) d/f+1,1 (+2, opponent crouched)
i14) b+4,3 (+4)
i14) f+1+4 (knockdown/splat)
i15) 3,2 (+7)
i16) u/b+3~F (juggle) [close]
i16) d/f+3,2, b+1_d+3+4_b+1+2 (knockdown and followup) [medium]
i16) u/f+1+2,1+2 (knockdown/splat) [super good range]
i20) u+4~U (juggle)
i23) u/f,N+4
(crouching)
i10) FC+1 (+6) [remains crouching]
i10) FC+1~F (+6) [recovers standing]
i11) WS+4 (+8) [frames, very short range]
i11) WS+4,4 (-3~4, opponent crouched) [damage, short range]
i11) FC+2 (+7) [remains crouching, very good range]
i13) WS+1,2 (+3, opponent crouched)
i16) WS+2 (stun juggle starter) [good range]
i16) u/f+1+2,1+2 (knockdown/splat) [super good range]
i20) u+4~U (juggle)
i23) u/f,N+4
As you can see, Ogre has to deal with not only the frames for the appropriate punisher, but also the range.
Poking
As mid pokes…
Safe*
i13) d/f+1 (-5)(+6) 12 dmg
i14) b+4 (-5)(+6) 14 dmg
i15) d/f+2 (-8)(+3) 15 damage
i16) f+1+2 (-9)(knockdown/splat) 24 damage, extra damage on counter and +8~10 frames–splats on counter, too, if you reach a wall
i20) d/b+1 (-4)(+6) 16 damage, opponent crouched on hit
i21) ff+3 (+/-0?) (juggle on hit) [pick up with 3,2]
i11) WS+4 (-3)(+8)
i13) WS+1 (-6) (+5) 13 damage [semi-hit confirmable to WS+1>2 (-12)(+3) 31 damage, opponent crouched on hit]
Unsafe*
i13) d/f+1,1 (-13)(+2) 37 damage, opponent crouched on hit
i14) b+4,3 (-10)(+5) 32 damage
i15) 3,2 (-3)(+7) 35 damage, duckable on block
i16) u/f+1+2 (-12)(-2) 19 damage, hit confirmable to u/f+1+2,1+2 (-20)(knockdown/splat) 46 damage
Other notables*
fff+3 (massive guard stun)
fff+3+4 (massive guard stun)
d+2 (SUUUUUPER LONG RANGE, strangely it tracks well, good stun on guard. I use this a lot in ranged wakeup)
[Boot]1 (-9)(+3) 12 damage
[Boot]1,2 (-10)(+1) 26 damage, hit confirmable to [Boot]1,2,1+2 (-14?)(knockdown/splat) 51 damage
Low pokes
i12) FC+4 (-15)(-4) 12 damage
i16) d/b+3 (-17)(-3) 14 damage, crushes, remain crouched
i17) d/b+4 (-11)(+/-0) 18 damage
i19) d+4 (-17)(-6) 8 damage, crush/CH fishing for d+4,4 (-8)(juggle) second hit is duckable
i23) d/b+2 (-19)(+/-0) 25 damage, crushes, throw on CH
i27+) b+3 (-13)(+4) 20 damage, recovers crouching, juggle on CH, crushes, extendable to b+3,4 (-8)(knockdown)
Other pokes
i10) 1 (+1)(+8)
i10) 2 (-2)(+7)
i10) 1,2 (0?-1?)(+7)
i14)b+2 (-8)(+3) juggles on CH, high, decent range
… as you can see, his mid pokes are not that great, and his low pokes are pretty horrible compared to most of the cast. If you are going to mix your opponent up, try to incorporate lots of throws (its hard to see his hands), and waning moon in particular (massive damage). Other than that, you SHOULD mostly be fighting a game of ranging, not one of a mixup game. As much. If the opponent gets in on you, be patient, punish correctly, and if you have space, move. If not, then mixup, hopefully hit something else, be patient, and move when you have time. That said, i have has some success with stuff like b+4,3, b+4,3. Waning moon. Also, Ogre’s SS, while bad, is not as bad as the bears. If you use an attack that forces crouch, you can step away from their obvious WS move side and get something if they whiff.
note
I’m thinking of adding more in here later, but since everything is just picking up the game now and starting, I’ll get to the combos. I’ll come back to edit and give a lot of fighting advice within the next 48 hours… kind of tired right now, it’s almost 5:00 AM, and I fly back to Seattle in the afternoon.
/note
COMBOS
For the optimal damage combos, you’re going to be doing 4 filler hits, then bound, then finish with hcf+2:1+2. If you can’t get that execution down, you can also dash, b+4,3,3+4 to finish (this will hit with 4 filler hits then bind, but is more consistent/easier with only 3 filler hits prior to the bind move). They’re essentially interchangable if your execution is on.
b+4,3,3+4 carries farther than hcf+2:1+2, but the latter does slightly more damage. Also if you make it to the wall during the knees, one of the last hits misses and you come down at a massive disadvantage. The hcf+2:1+2 also recovers faster mid stage, so you can continue to pressure a bit more.
There are, of course, many possible variations. I’m sure we will find some better than these in short time, too. These, at least, are the ones I’m using now.
u/b+3~F, [Boot] 1,2, 3,2, d/b+1, B!, hcf+2:1+2
u+4~U, [Fly] 1,2,1+2, B!, b+4,3,3+4
(I never use this… doesn’t crush well like D.Jin’s)
d/f+1+2, U/F,N+4, 3,2, d/b+1, B!, ff~b+4,3,3+4
WS+2, b+4,3, 3,2, d/b+1, B!, hcf+2:1+2
(You CAN finish this with b+4,3,3+4, but if you want to, you should SSL slightly after the initial counter hit in order to realign)
u+1+2, b+4,3, 3,2, d/b+1, B!, hcf+2:1+2
SS+2, u/b+3~F, [Boot]1, 3,2, d/b+1, B!, hcf+2:1+2
d/f,d/f+2+4, u+1+2, d/f+2, d/f+2,1,2
1+3, 1+2 (if they tag you can continue as 1+2>1+2 and launch the incoming character)
SS+4, FC,d/f+2
FC,d/f+2, b+1+2
ff+1+2, d/b+3 (unblockable high starter)
[CH]b+3, WS+1, 3,2, d/b+1, B!, hcf+2:1+2
[CH]b+2, b+4,3, 3,2, d/b+1, hcf+2:1+2
[CH] d+4,4, b+4,3, 3,2, d/b+1, B!, hcf+2:1+2
NEAR THE WALL
SS+4, FC+4, (w), WS+1,2< B!, IWS+4, f+1+4
ON THE WALL
d/f+3,2, B!, IWS+4, f+1+4 (bind with a quicker move if needed)
ON THE WALL, Post-bind
1,2, f+1+4