Owl’s Hunt and Ancient Power are just sooo ridiculous. The former seems to be able to punish your opponent heavily very quickly anywhere on the field, and can be used when knocked down to prevent chip attempts.The latter is invincible, fast, absorbs projectiles, and seems kinda hard to punish. Can also be used a counter. And Waning Moon is nice too since it’s both a grab (although crouclable) and a hit. The ONLY thing he seems to be missing is a GOOD Cross-up. He still has a few that are kinda quirky, hopefully his j.LK is a good one like it is for so many others.
I’m actually seeing a bit of a problem in the hitconfirm area. All of his specials are unsafe, so low forward xx whatever is risky. Otherwise he can only chain crouch strong to stand fierce, which will likely be unsafe on block considering how far his fierce moves forward. From what I can tell he seems like he would stick to single pokes unless he gets a clear whiff punish or he manages to get in.
He also doesn’t have a sweep, so the 1-2-overhead doesn’t seem that great as you’d always block the 3rd hit high, maybe you could just do jab-> overhead or jab -> low forward though. Or just not chain.
Seth all over again. But are you sure Indigo punch isn’t safe?
Btw, if you’re willing to burn a meter, you can do safe hitconfirms with something like c.LK xx c.MK xx c.HK xx EX Indigo Punch xx backdash. Or forward if you want to pressure them with your newly gained counterhit property.
Seems that the charge ultra and the input ultra have different properties hitbox-wise. Notice when Ogre charges into ultra, it hits from a good distance. However, when he does the command input, it whiffs, even when its closer to the opponent than the charge ultra was.
I wonder if all charged super arts have different properties?
Also, anyone else notice Ogre’s RIDICULOUS wanning moon grab range at 3:06 in the first gameplay vid above? Seemed like it grabbed Akuma’s firball hitbox but its still crazy range.
Paul’s does less damage when charged.
Oh I was thinking of things like crouch strong into chain.
Ogre’s alternate costume is Gill, it looks awesome, was shown @ the National Tournament for SFIV.
yeah, quoting myself. looks like i was right about ogre. wasn’t hard to tell though. can’t make a character like this crappy.
hei/ogre…have fun getting pummeled.
edit: apparently, seth agrees. lol filthie didn’t just throw that team together.
definitely maining ogre tried him out a bit awkward but i can make him work
I was playing Ogre all day yesterday and learned a few things. Ancient Power and Owl’s Hunt are both easily punished. Ancient Power is ridiculously good when used correctly but it has a short active period and its very punishable so you can bait it out with safejumps pretty easily or by simply delaying your jumpin. Timing is key. Owl’s Hunt really isn’t that ridiculous, the hitbox will not hit at all if the opponent is too high off the ground or if it even slightly crosses up and its super punishable. And yeah you basically want to block the last hit of his chains high since his d.FP is an overhead. Once people realize you can duck Waning Moon it won’t be scary at anymore. Also he has no sweep. His Blazing Kick has a ridiculous hitbox that stays out forever, reminds me of Cody’s ruffian kick except even better possibly, but it has a bit of startup and its very punishable. So he’s definitely good but not broken good.
He appears broken if you’re not used to him, which is all I need. besides, you can still punish projectiles for free with Owl’s Hunt, and probably escape the corner too.
What is the quick recovery follow up??? on Owl’s hunt? What is it referring to? If the opponent chooses to quick recover from the knockdown? Or what I don’t understand .
Blaze kick can reflect fireballs, so he doesn’t have have to get around them. So he has 3 options for fireballs. Blaze kick, ancient power, and Owl’s Hunt.
The quick recovery is for you. You can instant Owl’s Hunt on wake up with Ogre.
I was just gonna post that BK is awesome at reflecting fireballs, pretty much why I am using him on point now to deal with a variety of leads.
LK strength sends it back horizontally
MK sends it diagonally upwards
HK sends it straight up (I have to test if it works on Guile’s SB cause that would look weird lol , if so say good by to SB jump ins)
Also anyone figure out what LP AP does? Of course HP is a quick reversal option that comes out no matter what, 100 damage.
MP strength requires precise timing and so far counters grounded normals and even jump ins while doing more damage at 180.
I don’t know what LP strength does, maybe a really bad feint lol?
I have been able to do 350 ish non meter damage so I wonder what crazy stuff F.Rich is hiding up his sleeve.
I have a short combo video showing basic bnb and tag combos:
www.youtube.com/watch?v=MHBdHN_3LLE
Ogre stuff is at 0:50
Hope you enjoy or get some ideas!
j.MP against airborne gives an awkward ground bounce but I’ve shown some of its combo ability.
Also I’ve developed some good setups that blow up forward rolls from any c.HP knockdown.
1- backdash, neutral jump MK, whatever
2- backdash, meaty string , the opponent rolls past you here
3- backdash, hold back and walk a step or two, meaty string . the opponent stays in front of you
all these are kinda ambiguous to what side you will be on so it might work wonders. Worst case you get situation reset or a chance to jump in regularly if they do anything but.
okay found a 407 dmg meterless combo but it requires counter hit and I don’t think you are going to land it in a match.
j.HP/HK, db.HK xx 236+punch dash cancel, HP/HK xx 214+HP
without counter hit it does 382 dmg, or 350-70 depending on what strength of waning moon you used.
Unless you know for sure you can punish something with a jump in I would use it and just go for st.MP or cr.LK frame traps/pressure/hit confirm.
some good links I found, mostly off st.MP:
st.MP, st.MP, cr.MK
st.MP , uf.LK
st.MP, any light attack
cr.LK, uf.LK (already known as shown by F.Rich on CA stream)
one more piece of oki tactics:
off DP knockdown do dash forward then f.HP if they quick get up and try to do anything they might get CH and it crumples so free combo. If they roll forward jump back MK. If they normal get up you get meaty or jump in.
I think jab AP counters lows.
Good stuff with the links. I knew most of those except that st.:mp: can link into itself. I feel he definitely has some strong frame traps. Too bad his hit confrims off of jabs are hard (at least for me, and I play Rose! :P). Guess I’ll get it with practice. Also Blaze Kick seems super safe on block, a lot of block stun and push back. Indigo Punch seems fairly safe as well. Another link he has is st.:hk:, cr.:mk:
Some of the frame traps I like to use are st.:lp: to st.:mp:, st.:mp: to cr.:mk: and st.:mp: to cr.:hk: xx indigo punch dash cancel.
His best pokes are probably cr.:mk:, st.:mp:, and st.:lp: imo. Another thing is his st.:lk: is a low, and you can link into cr.:mk: from it, though it feels kind of tight. Which also means if you want you can go into snake blade from it. I feel that his cr.:mp: isn’t very good for the most part. It’s good for punishes because of it’s range and the ability to rush into launcher. But other than that it is very slow, and you can’t cancel, if they jumped it’s a free combo for them.
He has some okay anti airs. :hp: AP is probably the best, but your timing has to be good. Further away st.:mk: and even cr.:hk: can work well.
His cr.:hp: is ungodly slow and looks punishable on block. However his :f::hk::hk::hk::hk::hk: is kind of neat in that I think the second hit is an overhead. I haven’t experimented with it much yet.
Some of the frame traps I like to use are st.:lp: to st.:mp:, st.:mp: to cr.:mk: and st.:mp: to cr.:hk: xx indigo punch dash cancel.
I think I’m just going to stick with st.MP to cr.LK or just cr.LK x3 like I am M.Bison (which is really easy and solid, you can tack on cr.MK xx whatever at the end as well). Actually I feel like I can cr.LK x 2 to uf.LK pretty easily because it feels like I am doing Bison’s cr.LK xx CK just with uf direction instead.
I pretty much agree with everything else you posted. My fave poke is cr.MK. I only use cr.MP after A2A j.MP ground bounce to purse and chain to cr.HP knockdown. I would definitely have been awesome if it was cancel-able too bad it is not…
That infinity kick just seems like a an odd gimmick to throw in there now and then but I don’t really think it will be worthwhile…
I apologise to the Tekken fans here but I’ve never played Tekken. And what I’m asking is, is Ogre’s moves in this game copied from other Tekken characters in the series?
Yep. He was Seth 15 years before Seth was around.
Really? And here I thought “what an original moveset this char has” :bluu: