The Ogre Thread

Messed around with Ogre in the lab today, found some neat shit.
You can switch cancel on his Waning Moon. Its pretty difficult, and I haven’t found a great use for it yet, but I’m still messing around with it.

Also I’ve been charge cancelling his Indigo Punch for a far st. H punch counter hit for the crumple.
Then switch cancel the first hit of his crouching H kick for King’s knees.
Have to do it on the first hit though, if I cancel on the second one I don’t get the Jag bomb from King’s combo.

Best pressure i found so faar

Jump in, lp.lp lk, mp x hk after that its a perfekt distance for Owls hunt(mp) or hunting haw save diszance or counterpoking with blazing kick the lk hits low even standing and you can swtch the hk with c.hp against low blocks AND after lp.lp lk (mp on block) there is the perfekt distance for a ambigious crossup (or just dash and throw^^) i cant tell when its a crosup or a overhead so im pretty sure its a 50 / 50 which way to block AND faar hk is save on block but and hit confirmable into launcher you can counterpoke at that distance pretty well and reakt against jumpins

On deep jumpins use lp.lp, c.lk x c.mk x hk thats as good as but hafe a little more pushback and messes with the opponnts alpha counter

same setup for a Crossup/Overhead is Jumpin HP, HP x Burning Fist and then do a jump crossup / Overhead (MP tends to be more Overheads and MK more crossups spaced right^^

Just trying to pick up Ogre now. Couple of quick Ogre noob questions:

  1. Can anyone tell me the frame link between Owls Hunt and Hunting Hawk? If it’s a 1f I might just go for other combos/setups instead which I can perform reliably.

  2. What is Ogre’s best gameplay ‘style’? Should I be rushing down, playing footsies, keep away/defense, etc? Or does this come down to matchups? Which leads into #3.

  3. Any specific tips/strats/moves vs Shotos, Hugo & anyone that is trying to rush you down hard?

as far as specific frame link? i don’t know but you have to connect hunting hawk at the peak of the hunting owl knockdown.

Ogre can play footsies, block pressure, or keepaway depending on the matchup.

vs ryu blazing kick (QCB kick) reflects projectiles, just jump EX fireballs and jump supers. Focus on punishes and getting knockdowns and baiting the Shoryuken. charging a counter hit and trying to force ryu into a footsie game gives ogre a huge advantage, as jump ins get stuffed by cl.HP, cr. MK, HP Waning moon OR cl.HK dash cancel cl.HK dash cancel cl.HK xx HP Waning moon depending on spacing, and in a footsie game ogre is better than ryu as long as you keep an eye out for the cancels into hadoken. at maximum far.HP range you can blazing kick on reaction to hadoken animation and even a dash cancel forward can’t punish you because of how long the hitbox stays out. and how far you are. If you want to stay in the footsie war (IE you have the lead) then always reflect hadokens up with MK version of blazing kick to prevent him from every attempting to jump for a second or two, keeping his game grounded and easily stuffed except for completely random Shoryukens. Ogre’s Ancient power HP beats every incarnation of shoryuken except EX, because his invincibility lasts longer. Learning to walk forward into cross ups and ancient power them to get a full combo is good as well. When applying pressure jab jab cr.LK far.hk is safe on block and pushes ryu to footsie distance or you can combo off of the jab jab if it hits or the cr.Lk if that hits to apply pressure WITH chip, replace far HK with QCF LP.
Against ken you just bait more, and stay further away in general.

against hugo, jab jab is amazing and often can beat everything but EX lariat and EX Grab. Hugo is incredibly easy to combo after anti-crossup Ancient power, and hugo can’t do much do you from cr.LK range except try to lariat, and you just press MK on reaction to your LK hitting and it stops lariant and you get to press MK one more time for snake blade and then start a combo. Just avoid jumping much and if he lifts his arm standing block. EX waning moon beats lariat on reaction as well, and while it doesn’t lead to a combo it does deal decent damage and can be used to corner hugo if he’s pressuring hard and reset spacing.

2.) I play Ogre in the second slot since he doesn’t have the best rushdown in the game, so for me he’s more of a lock-down character. Ogre excels at carrying opponents into the corner off of tag-ins, so once you get them in there you want to keep them trapped at all costs. Frustrate your opponent with safe strings, and look to bait out unsafe moves. Ogre has plenty of easy BnB punishes that do 300+ damage w/o meter, so all you need are a couple nice reads. Also, HP. Ancient Power tends to destroy cross-up attempts (i.e. it throws them back to whichever direction they came from.)

I like Ogre on point due to his ease with fireball characters and good meter building moves. He’s kind of a anti zoner if that makes any sense, he can stay back and build meter and reflect projectiles while boring the opponent into rushing him then Ogre gets the life lead and starts mixups. Although he can be good as an anchor to, especially if you can tag cancel into a hp firey slam(no clue what the name is) up forward lk mk hp fire grab. I had some good success with Law and Hugo. Both of which have moves that can keep an opponent standing letting ogre come in and do some nice meaty damage or some tricky mixups if they’re blocking.

I’m gonna try canceling pokes into indigo punch now that I know it’s + on block. Typically I just dash cancel, throw, chain to an overhead, do the chain low string or do the flaming smash move that hits as an overhead then I tag cancel into whoever for some nice damage. Hugo and Law both get some solid damage off it.

Ogres fun, just wish he was deeper.

Yea ur on spot there Ogre is NOT a deep character, i still have him as my when in doubt character though. Once Ogre gets one st.lp landed on the opponent its pretty much a frame trap mix up, wat i do is st.lp pause a lil then st.hk mixups at the end in do flame kick to tag cancel etc. And after that mix up i just do the normal cr.lk, cr.mk, cr.mk, if they block i pause a lil walk forward st.lp, cr.mk CADC into st.hk mix up again, other than that i just do block strings n footsie my way in -_-

Anybody have any idea what the patch did to Ogre’s Cr.HP? I don’t notice anything different to it, and I can still juggle into it (abc, bring ogre in, cr.mk, cr.hp)…

Hunting hawk is the best move ever. I use that move all the time. Its perfect for frame traps, its safe, I cant see how this isnt the most hype move.

It really isn’t, it goes over crouching characters…

What should I end my combo’s with? Oki/Damage purposes?

But when It whiffS it ends up being safe because of the landing canceling it’s animation.

For Oki, I suggest Blazing Kick/Owl’s Hunt. Owl’s Hunt leaves them in an untechable knockdown, and Blazing Kick leaves the opponent next to you. For damage, go for Waning Moon. Leaves you at a good distance away from the opponent, almost similar to round start.

This move is insanely cheap on the bigger characters like Hugo or Gief, considering the fact that the last hit hits overhead AND ground bounces the opponent, but I don’t see it being more than an okay poking tool on normal sized characters. At max distance, it’s godlike. Up close, you could prolly get punished if they avoid the 2nd hit. It’s happened to me a few times, but not very often…

Ogre buffs woooooooooo!

I just calculated Ogre’s BnB starting with Snake Blade, in ver2013 it will do 320 instead of 288. Pretty nice.
This is just if we can use the buffed Indigo though (130 damage now). But I reckon we can, because the midair combo count was increased.

This is a very generic question, but after Snake Blade, OH, etc what is for you the most reliable way to connect Hunting Hawk? Hold upforward or TAP upforward together with LK.
If it’s laggy, it’s imo bet to tap. What are you doing?

Tap, definitely. Whenever I hold I just get a jumping light kick. Lag or no lag, 100% tap all the way.

i dont know its its already posted or smthing
i found this against Hugo
[media=youtube]111rH0z_9Og[/media]
if he blocks he can only super to punish
and he can get out of it only with ex spd and super and backdash
for the backdash u can os with f.dash,jump in , jump back even Owl’s Hunt(too risky)

So, I was playing some more ranked today and discovered something a little interesting… I’m not sure if it is, but I THINK MK Owl’s Hunt is a crossup in the corner on certain characters. I did it on a Sagat’s wakeup and it seemed to hit behind him, and he floated in front of me as if I hit the move from his front side. Sagat’s a tall character, so iono if it’s tall characters only or if it has a certain timing to it or not. I just got off my PS3, but can someone check if this is true? If it is, then I can’t even begin to imagine the setups he could have on someone, and thats NOT including the hit box buff he’s getting in 2013.

Interesting, never tried that. Just test it in PMode, then you’ll know.

Doublepost