Waning moon never knocked the opponent down, it leaves them in a deep stun state in which they are vulnerable. Visualizing SFxT ogre using it will be a bit odd since no footage yet but I’m getting the image of a ridiculously easier yun/yang grab. But combine the added damage you get with your general combos in this game it might be a bit too good. Hence plzbebrokenplzbebroken :badboy:
Ogre was a monster in T3 and TTT because he had the sickest wake-up game imaginable. It doesn’t look like he has any of the unblockables, but having WM as a command grab could be pretty nice. If he has his standing 4 and it’s the same speed and KDs I’ll be happy even if it’s uber punishable on block.
I really hope Waning Moon has decent range or is really fast. From what it looks like King and Hugo both suffer from shallow range and startup issues on their command grabs. Assuming of course it is a command grab.
Okay let’s break this shit down. (I’m going by what it looks like)
[media=youtube]2glLJ_5zjN0[/media]
@ 1 minute in
Jump Roundhouse - Animation is similiar to Makoto’s Tsurugi
Crouch LK to MK - Decent looking range.
Blazing Kick!
Okay he either did a very short hop to a 2 hit unique mid air attack or he has a special duplicate of Heihachi’s Tatsu which is similar in fashion to Dan’s tatsu.
Then finally it cuts into his Pandora into Hell Inferno super. Bah no True Ogre. :arazz:
Considering he did have that move back in T3, that’s not a too farfetched idea. Still somewhat puzzling why they would not just use the same animation as the first low kick for the second one though. Wonder what the actual Blazing Kick would look then If that wasn’t it.
Considering Ogre predates Seth by over a decade and will play completely different… no. The base design is what it is, a barely clothed muscular humanoid, considering the artstyle of this game they were always going to look similar, especially since their design overlaps in the first place.