It’s really frustrating when you EX Owl’s Hunt on a fireball, and even then Ogre lands behind the fireballer.
I’m giving up Ogre because his moves suck a lot, and the ones that are good, including normal, lacks that 1 or 2 pixels of range to punish stuff.
This might be a long post but these are just things that I found after 2 days of research and 1 day tournament day at Big 2/ Next Level…please remember this is my opinion and there may be other stuff but the game just came out and this is tournament tested so it’s possible to use
Best Pokes
Cr.Lk (good to use in order to connect into St.hp into whatever when up close)
Cr.Mk (has more range than low forward from shotos and is good for footsies and can be used into Indigo Punch cancel for pressure)
St.MP (far range normal if you connect cr.lk from a distance you can use this to hit confirm and space properly)
Far St.Hk (his best footsies/spacing tool…can be used to space them out enough to bait a cr.mk from a shoto for example and punish with your own cr.mk into chain)
Safe Special
Mk Blazing Kick (it’s pretty much safe up close and not many normals can reach it plus block stun makes it harder)
Armor Special
Waning Moon (can be used for gimmicks using Cr.lk, F-hk…i’ve tested this lil setup and if they try to chain or press a button, the armor will go thru it)
Safe Block Strings
Cr.lk, Cr.lk, Cr.mk, Far St.Hk (used for spacing or to hit confirm into launcher)
Cr.lk, Cr.lk, St.lp, Mk Blazing Kick (this is a combo but it’s also safe, good when close up)
Cr.lk, Cr.lk, Cr.mk, St.Mp, Lk Owl’s Hunt or Mk Blazing Kick (tested this in casual and owl’s hunt can be safe if the opponent delays even for a tiny bit)
Cr.lk, St.Hp, Mk Blazing Kick
Cr.lk, Cr.lk, F-HK x5, Mk blazing kick or possibly Hk Owl’s Hunt for escape (havent tested the owl’s hunt one, i just thought about it right now but i research later)
Cr.lk, Cr.lk, Cr.lk, St.mp, Lk Owl’s Hunt (it spaces just enough to be safe from close normals and the block stun is long enough if someone mistimes there long range poke you can block)
Main Combo Chain Starters to use
Far/ Cr.lk, Cr.lk, Cr.mk, St.hk
Far/ Cr.mk, St.hk
Far/ Cr.mk, St.hp (has a lil more range)
Close/ Cr.lk, Cr.lk, St.mp, St.hp
Close/ Cr.lk, Cr.mk, Cr.mk (his unique move)
So this is all i have and im still doing more research and testing but what i have here works in casual and tournament play for sure, that coupled with Ogre doing a lot of damage and having good gimmicks, solid anti air special, and safe moves makes him a good character for solid or experienced players, have fun!
So one thing I want to point out, lp indigo punch is +2 on block.Meaning you can cancel most of his tekken strings, at least at some point in string like after second hit of snake hunt into indigo punch to be at an advantage. Common example is going for infinite kick tekken string and cancel into indigo punch if they block it. Then once you establish this you can start dash cancelling the punch instead of hitting it. This special is very important to his game against good players. Also Hunting Hawk is very effective but if they aren’t a large character or standing its easily duckable and massively punished so it should be more of your punishing move or character specific useage.
I believe st.hk does more damage than st.hp just make sure you aren’t pressing forward + hk which is actually different and does less damage (though they look identical).
Anyway, I think it really depends on how much meter you have and what you want to spend it on + how much life your 2nd character has. The two combos boodendorf are good BnB’s without using meter, but if you have meter to spend end the first combo into owl hunt and tag cancel into your partner for more damage, or actually due to scaling you’re probably better off doing something like:
st.lp, st.lp, cr.mk xx owl hunt xx tag cancel
I don’t really use ex indigo too often as I feel like you’ll typically eat up all your juggle points along the way so after you do your ex IP you’ll find you can’t connect anything.
yeah but it hase much more advantages like after a Owl’s Hunt Finisher you can time a Ambigious crossup just jump once and then twice but jump LIKE FORWARD UPFORWARD and it will crossup if you jump directly UPFORWARD it will be a overhead
that only works with HK instead of HP and is SCARY
if you jab jab on block, you are in range to command grab with waning moon, they have only 2 frames to act in between, which means if they jump, waning moon active frames hit them, if they attack waning moon grabs them. they have to use a move with invincibility or backdash. if you have meter you can EX waning moon, which absorbs their invincibility move and grabs them anyway, leaving the only option for escape a backdash. and actually in the corner, EX waning moon will hit them in the lag of their backdash.
@Halfwingseen
Grab works only on standing opponents so you need to train them to block standing BUT THAN a standing LK hits LOW and combos for much more damage^^
which TAG-IN link do you guys use?
his moves dont cover much range and his HP/HK are generaly unsave so you can not just combo into HK/HP to Hitconfirm into Launcher… like you can do it with zangiefs c.HP
i would assume two things would be good in his tag-in combo 1. usage of standing LK since it must be blocked low… (but not as important ) 2. a string which use his FAAR HK since it is save on block
i use at the moment JabJab (Flashpunsh) link into standing LK c.MK standing HK but thats a bit annoying is there a easy way to result enugh space for his faar HK? (i think its the same space as his crossup needs so its a win/win