Why are you worrying about getting in on people with ogre when you have hworang on your team?
I’m thinking of running the same team myself (hwo on point). I thought you’d use his good mobility/mixups to get in and do damage, with ogre being there to lame people out/deal with zoners. Ogre’s good since he can deal with rushdown and projectile zoning fairly well, it seems, so covers that half of the team’s function.
I apologized in advance if someone else found this, but has anyone discovered that later active frames of Ogre’s EX Blazing Kick does 75 damage ON BLOCK? It deals more damage on block than on hit (60). This seems huge to use against an opponent on wakeup. If the opponent blocks, you get MP damage on them that’s completely safe, or you get a full combo on your opponent if it hits. I’m not sure if this is supposed to be like this or if this was an error on Capcom’s part since that’s absolutely retarded chip.
yeah i noticed that but i couldn’t find a use other than on wakeup. it does force a roll though so we could force the roll and then do an ambiguous a.MK crossup every time in the corner. gives us some of the best corner pressure imo. not often in this game people have true 50/50’s on wakeup.
blazing kick trades with DPs because the active frames outlast the DP’s invincible frames. also because your hurtbox is pretty far away from the DP hitbox, you can probably space it correctly where a wakeup DP would actually just result in a full juggle unless they spend meter.
I think it’s best used if you can predict a roll after a knockdown and punish them accordingly. You cannot use an invincible move on a meaty after a roll (try it in training mode), so they have to eat the damage.
I feel like Ogre works best as an anchor, to tag in then keep in when you are doing well, encouraging them to come to you (which is Ogre’s strength imo)
Still, he’s got some nice stuff up close I think. Obviously the lpx2 being +7 on block is gawdlike, if you’re doing walkup pressure do some cr.lk xx lp indigo punch every once in a while, in case they try to back up or block high, whatever. Indigo punch +1 on block is real nice, you can also use it to do something like cr.mk CADC forward. You can do the f.hk kick series, which you can use to hitconfirm into either hp AP or lp indigo which again is perfectly safe. I also feel the spacing of lp. indigo sets you up perfectly for an instant hunting hawk series, but that’s pretty gimmicky.
A trick I like to do which admittedly is pretty gimmicky is when I’m in their face, do a fake crossup j.HK straight into waning moon. They will often block high for the crossup and get grabbed. Obviously something that is not really good to do often… or even more than once but I catch a lot of people with it. You could also just use fake crossup to do a pseudo empty-low or do a plain throw as well.
Currently testing out Ogre/Ken. Idea is that all my meter goes towards tag cancels and the Cross Art; if I have two meters, then any touch of Ken’s becomes ~500 damage, only need 1 meter if I can just cancel into Tatsu. Changed this up from Ogre/King because I just have trouble finding good juggle tag combos from Ogre starting. Basically, the only decent places to tag cancel are post Owl’s Hunt and Snakebite, and with both of them I might as well just finish Ogre’s combo seeing as it’s a crapshoot if I can get my Knee juggles in or not. Any other good places to tag cancel? I want to use Blazing Kick for juggles, but it’s like the stage shifts to Jupiter when it connects and I can’t get crap out of it. Also, any safe tag out moves?
General mixup: Do the first two hits of Snakebite, then either finish the chain or go into cr.:hp:; cancels into both. Also, anyone know how much of a gap on block there is between Demon Slayer’s 2nd and 3rd hits :)lp: :mp: :mp:); trying to figure out if it’s a decent frame trap or if you’ll just get jabbed out of it. The Guide either is really bad at string frame data or something is wonky with strings, as according to its data, the string should be a combo on hit.
Miscellaneous stuff: Ancient Power H isn’t actually invincible; it’s just Strike Invincible. Learned that the hard way (you can be thrown). Not sure if it’s the same for EX. If you tag cancel it on hit though, you can get a decent combo from your partner, but you need to be perfect on your tag cancel timing, as the window is small.
Lp mp mp is very useful for gimmicks. Don’t do it too much because if they see it they can either jab you or reversal. You can combo if they get caught by the blazing mp. If they block the third hit, youre -1. They will try to punish. Ancient power, bavkdash, owlhunt, etc. Obvs this won’t work over and over tho
Noticed the dmg output on demon slayer is inaccurate in training mode, prob common knowledge but anyway:
I was trying the regular lp, mp, mp xx ex indigo punch, uf lk - mk, st.fp, hp waning moon = 398 dmg, but this is not an accurate output of your damage. Since demon slayer only combos the first 2 hits then resets the dmg starting with the last mp that damage total is basically skipping the first lp, mp in the totals. The real damage you’re doing is 458 for 1 bar. The only problem is demon slayer is kinda ass. If you stop after the first lp, mp, on block it’s -9 (-7 on hit) while if you finish it out it’s -1, so ppl who know the move will know they can mash out a reversal after the first 2 hits if they block the chain. The guide says it may be useful to use on juggles and cancelling the last hit, but I was testing dmg of these: launcher, uf lk mk, st.fp xx fp waning moon = 347 while launcher, demon slayer xx fp waning moon = 337 so I don’t know why you would use it instead of the hunting hawk version. Anyone have any useful applications for the move?
Has anyone been able to get anything after a post tag-in(Don’t know if theres an official name for that) Ogre EX Indigo.
I suck unwiped ass at explaining things, but what I mean is if I start with King and combo launch Ogre in, then do Demon Slayer into EX Indigo I get the wall bounce but the only thing I can connect after that is a H Ancient Power. Has anyone found anything else that hits?
Edit: Maybe I was wrong. Because at the moment I can’t even get H Ancient Power to hit. I specifically remember getting it to hit before though
I haven’t really found a use for demon slayer. In tag in if my 1st character us good on health I’ll do St.fp, light owl hunt (tag), back to 1st char ender combo. Otherwise I’ll usually do hunting hawk first 2 hits, St.hk, waning moon. That won’t cost any meter like demon slayer into ex IP does. You aren’t hitting after the IP because you’ve used all your juggle points.
Wow, you’re right.
I just tried my Demon combo with auto block on and that shit got blocked :[
But then I tried your Hawk combo and got some meaty damage.
Tried the tag combo with King ending with his jump knee/Jag Bomb and got an ungodly 444 damage.
Thanks man.
i usually end combos with waning moon (for the damage) or indigo punch (pushing to corner), but ending with blaze kick or owl’s hunt seems to be great for blowing up rolls. two hunting hawks after one of those, and you’ll cross up a juuuuuust the right time. works great in training mode, but i’m too tired to not play like a chud right now, so testing will come tomorrow.
is anyone using charge canceling in pressure situations? is c.mk ccdf any good? it seems scary to do against anyone with love for their jab button, which is everyone in this game. i’m experimenting with cc during combos and that seems like it will pay off. and by pay off, i mean like 20 more damage.
how about ex indigo punch? it just dawned on me today that i can raw launcher after an ex ip (combo pending), so i feel like it isn’t as useless as i originally thought…but i could be wrong.
at least i found a ambigous Crossup for Ogre ending a combo with Owl’s Hunt and then move Slightly forward by jumping with forward Up+Foward instead of Up-Forward once and then jump again MK will be a crossup if you jump two times normal it will be a Overhead
Pretty nasty if you consider Owl’s hunt his 2nd most damaging combo ender AND its a Free RAW TAG if needet so his best ender anyway^^
now i only need a good setup for JAB Indigo Punsh and his HCB+HP/LP
QUESTION:
What is Ogres best Chain to TAG-IN ? im currently trying JABJAB - Standing LK (hits low) c.MK HP HP