could i use hunting hawk (2 hits), st.hk dash cancel st.hk x dp +lk, switch cancel? i’m leaning toward using that every time if i can. my team doesn’t need EX moves and builds almost a full meter per combo so i might as well switch back and forth repeatedly.
If you change the last dp+lk for dp+HP (ancient power) then I know for sure that you can do all of this because this is my BnB combo (tagging in with Hugo and doing c.LP xx Palm, s.LK xx Backbreaker for insane meterless damage), but I never really tried if ending with Owl’s Hunt. It’ll probably work as well since it’s the same number of hits and ending in one special.
Just gotta see wich one does more damage to use in combos, but I think it’s Ancient Power.
BTW the combo is even greater, because I usually start it with s.HP xx LK Owl’s Hunt, and then proceed to do the 2 hits Hunting Hawk
I just played a ton of games with some friends. My Ogre seems to be very free compared to my second, Hugo. It’s sad, I really liked Ogre.
Edit: I keep mixing up Ogre and Hugo’s names. I also accidentally call Ogre Seth a lot. >.<
I’m also using ogre/Hugo as a secondary. The team seems really well made. Put meter gems on ogre and just do charge attack dash cancel over and over until they get bored and come at you then get em off you and do it again. Get a combo and tqg in hugo once you have a couple ex stocks on deck. Very dangerous
So, my main is Jin and Raven now but I’m thinking of picking up Ogre since he seems to deal well with the zoners that can out-zone Jin. He seems great against Rufus too (a real problem match for Jin) on a cursory glance, cause of both his HP ancient power and the counters. But I’d like to hear how you guys peg him? Would you consider him rushdown? I mean, sure, he has options to shut down things like zoning but then, what if they just sit in the corner or get a lead and go defensive, how do you guys open people up?
The only thing I noticed right away were his nice chains into cr.hp overhead for knockdown and the frame advantage on lp, lp (+7? O.o) But I wonder what I should really be working on first, since I don’t see too many ogre videos.
If you are coming in from a tag or on an airborne switch cancel I belive you will be out of combo counters and wiff the second s.hk .
If you are starting ogre in, now thats a diffrent story.
just some thoughts i’ve had over playing orge the past couple of weeks…
don’t know if this is common knowledge or in the guide, but if you anti-air a crossup with hp ancient power, you will have time to juggle with hunting hawk into whatever. ancient power tosses them back to the side they were jumping from regardless of what side of you they get hit on.
you really gotta get creative with your offense and use everything at your disposal. ogre will demolish anyone that doesn’t know how to block owl’s hunt or disrespects the sphere…but people that know what to look for will block you all day and eventually punish something unsafe. owl’s hunting from across the screen was day one stuff (lol, although i still do it more than i’d like to admit).
nowadays i’m using a combination of all my target combos (haven’t really messed with the punch ones, i use st. lp, st. lp a ton though), j.mk, j.hp, j.hk, j.mp, meaty blazing kick, cr. lk/mk to start combos. i run my ogre second with jin and usually switch cancel after a hp medline punch combo on hit or block. i combo on hit (480 after jin bnb), or it holds them in place for long enough to do a mix up. depending on when i switch or block, it can be a pretty deceptive left/right mixup, high/low with infinite kicks and his low hitting target combo. you can even hunting hawk over people on block. not too deceptive, but it could be useful.
i feel like i build enough meter with ogre and don’t really use it effectively with him. i do use a lot of hypers and cross hypers which make ogres bnbs hurt pretty bad, but he doesn’t have any ex moves i currently feel are worth it. ex owl’s hunt has uses such as punishing raw tags that land in spots where the regular ones would be more awkward to land, i guess. the trouble i have with opening people up and the benefit of doing a ton of damage switching to him are why i run him second. plus, ogre can run away. once my jin is better, i feel like i can zone for a bit with jin to wear people down, combo into switch cancel to ogre for some damage, and then run away with the life lead. sphere is amazing when people are chasing you down desperately trying to land a hit.
does anyone feel that ogre’s j. hp is great? i am always bopping people in the head with it. i feel his j.mk can be wickedly ambiguous as well.
Weird man, I feel like his j.HP gets beat a lot. I tend to stick to j.LK or j.MK, but I would think that somehow j.MP (even though I dont have much luck with this either) has to be his best air normal since it has the ground bounce thing going for it. I’m probably just messing up the timing?
Jump lk is by far his best hitbox and most active air to air/jump in use it in almost all situations besides crossups. Jump hp is useless, jump mp is only useful in combos, jump hk is meh, jump lp is useless because of lp, mk hitbox sucks but at least it crosses up
Could anyone explain to me how they get-in against people with Ogre? And how they approach a match? I’m using Hwoarang / Ogre.
I know all of his combos, all of his anti-airs, what chains/links into what. But I just have a hard time figuring out how to fight people with him.
EDIT: Meaning like, how do you guys go about a match-up with him. What’s your game plan? The only thing I see myself doing is cross-over MK and then LP,LP into whatever. Or Trying to zone with cr.M, cr.H or st.H. But that’s about all I do and it doesn’t really work. I’d really appreciate any help