Ogres Top 10 Moves And Mentions

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leonized
Deity
Joined: Oct 2011
Posts: 656
#1 “Quote” Edit Post
i have no idea with regards to ogre so im gonna let those who know him fill this thread so newbies who wants to pick him up(like me) will have a great start


PLS JUST SHARE YOUR TOP 10 MOVES

Last edited by leonized on Mar 28th, 2012 at 07:33

Signature _Evangelion<ZAF>
now maining
looking for a tag partner...
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Handbag
Clan Forever.Alone
Joined: Oct 2007
Posts: 1034
From: Australia
#2 “Quote” Edit Post
This forum needs some support, Ogre's getting no love.

Ogre.

top 10 moves for me.

1/d1/f1 - jabs, self explanatory, high, i10, +1 (I think) on block, Best jab range ever

b2 - high, safe (-8), good range, Juggle on CH, 14f startup, +3 on normal hit.

uf 1+2,1+2 - like bob's old uf 1+2,1+2 hit comfirmable but don't delay it too long cause its launch punishable if the second 1+2 comes out, the first one is safe. I think it low crushes somewhat. good range, wallsplats

f3+4 1,2,1+2 - not bothered remembering so ill edit this later but basically the 1 is safe, the 2 is jab punish and the 1+2 is launch punish, its all NC and wallsplats, its been pretty common to see ogres do the 1 and then just grab or mix it up in some way. Don't just fly at them though set this up, the flight is easily sidesteppable on reaction.

WS2 - like kazuya's good range, good tracking, punishable but not too horribly (maybe -14?), gives you a taggable combo, mid, makes for a good half of a 50/50

FC df2 - anna's FCdf2, you get b1+2 for free, its a low, its launch punish (-27) i think but FUCKING crazy range, sometimes deceivingly so. pretty fast too at startup *looks it up* 20!!!??? wtf seems so much faste, o well range is all that move has going for it good to mix with WS2, but not too much since both are punishable.

f1+2 - startup 16f, mid, knocksdown on hit, literally Carries them foward heaps on CH which can W! too. safe, +8 on CH if no wallsplat.

df,df 2+4 - waning moon, just go a nerf with unlimited, I think its +14 now so you can launch with a few charaters I dont care too much about (bryan is one of them)



I only got to 8, but people also use ub3 for launching, I'm not sure thats a good idea though, they also use u3+4 into fly 1,2,1+2 B! Umm ss2 is DJ's launcher, but its not that good, db 2 is popular but its so linear, same as d2 although thats more used for oki when the opponent doesnt want to get up off the floor, good range on d2 as well.

What else... well uf4 is a gimmick i like to use in casuals for people who wakeup 3 too much. df212 is pretty decent but linear and overrated imo. ff1+2 is a fast high UB! that give you a free b1+2.

Yea thats all I can come up with for now but feel free to ask questions.

To sum up ogre as a character.

Pros - range, damage.

Cons - pretty much everything else, ESPECIALLY punishment, it helps if you're one of those players with a strong mental side of your game, since execution wise his punishers are pretty drole and his combos are definitly not hard.

Don't forget to utilize his grab game, mainly to set up waning moon and get them scared of it. What namco did to keep that grab game clean though is they didn't give him a 1+2 grab at all, so an opponent who's even just skimmed over his movelist will realize that the only breaks he has to worry about are 1 and 2 (with 2 being heavy on their mind due to WM)

Hope I helped.
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AZYG4LYFE
Hopeful...
Joined: Sep 2009
Posts: 5110
From: United Kingdom
PSN: AZYG4LYFE
#3 “Quote” Edit Post
Handbag, I need to ask after Ogre's WM throw, there was a video that I saw him BT launch an opponent with a move that looked like king's u/f+1+2, you could get a fairly good BT combo from it, is it guaranteed?

link:http://www.youtube.com/watch?v=BPaUlHhxUeA#t=0m19s

Also if WM is +14 I think jaycee can get her perfect ff+3 if it's still in the game and still i14...

AZ
Signature +Ogre forever!! ^_^

Ogre is hungry, careful what you feed him (Mishima's and kazama's preferred).
Handbag
Clan Forever.Alone
Joined: Oct 2007
Posts: 1034
From: Australia
#4 “Quote” Edit Post
I would guess JC could, sorry I'm not a big fan on many of the girl characters so I lack a lot of knowledge on them.

Umm the move you're thinking of is u1+2, I think the combo I saw listed somewhere on this forum is WM, u1+2, df1, df212 although I wouldnt be surprised if the df212 was unreliable. :S

I might test out the damage difference between whatever paul has at i14 and that combo when i make a trip into Osaka today.
Signature / - Team Andy Warhol
/ - Team Unnecessary Nudity
Paul/Heihachi - Team Iron Fist
Aking/Roger jr. - Team Brokeback Wilderness
Ganryu/Bruce/A.Ogre/Ogre - Team names Undecided
[~DTC~]
Iron Fist God
Joined: Mar 2008
Posts: 1553
From: Australia
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XBL: Nor 360 =S
#5 “Quote” Edit Post
Originally posted by AZYG4LYFE
Handbag, I need to ask after Ogre's WM throw, there was a video that I saw him BT launch an opponent with a move that looked like king's u/f+1+2, you could get a fairly good BT combo from it, is it guaranteed?

link:http://www.youtube.com/watch?v=BPaUlHhxUeA#t=0m19s

Also if WM is +14 I think jaycee can get her perfect ff+3 if it's still in the game and still i14...

AZ


WM should still be the same as before around +15 but the tag version is only +13....so far only the tag version was changed in unlimited patch
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CrimsonSe7en
6th Dan
Joined: Apr 2012
Posts: 71
#6 “Quote” Edit Post
1.jabs
2.df1
3.db2
4.d2
5.f1+2
6.ss2
7.b3
8.b1
9.b2
10.u1+2
Signature FlyMagpie*

CrimsonSe7en
6th Dan
Joined: Apr 2012
Posts: 71
#7 “Quote” Edit Post
Originally posted by Handbag
This forum needs some support, Ogre's getting no love.

Ogre.

top 10 moves for me.

1/d1/f1 - jabs, self explanatory, high, i10, +1 (I think) on block, Best jab range ever

b2 - high, safe (-8), good range, Juggle on CH, 14f startup, +3 on normal hit.

uf 1+2,1+2 - like bob's old uf 1+2,1+2 hit comfirmable but don't delay it too long cause its launch punishable if the second 1+2 comes out, the first one is safe. I think it low crushes somewhat. good range, wallsplats

f3+4 1,2,1+2 - not bothered remembering so ill edit this later but basically the 1 is safe, the 2 is jab punish and the 1+2 is launch punish, its all NC and wallsplats, its been pretty common to see ogres do the 1 and then just grab or mix it up in some way. Don't just fly at them though set this up, the flight is easily sidesteppable on reaction.

WS2 - like kazuya's good range, good tracking, punishable but not too horribly (maybe -14?), gives you a taggable combo, mid, makes for a good half of a 50/50

FC df2 - anna's FCdf2, you get b1+2 for free, its a low, its launch punish (-27) i think but FUCKING crazy range, sometimes deceivingly so. pretty fast too at startup *looks it up* 20!!!??? wtf seems so much faste, o well range is all that move has going for it good to mix with WS2, but not too much since both are punishable.

f1+2 - startup 16f, mid, knocksdown on hit, literally Carries them foward heaps on CH which can W! too. safe, +8 on CH if no wallsplat.

df,df 2+4 - waning moon, just go a nerf with unlimited, I think its +14 now so you can launch with a few charaters I dont care too much about (bryan is one of them)



I only got to 8, but people also use ub3 for launching, I'm not sure thats a good idea though, they also use u3+4 into fly 1,2,1+2 B! Umm ss2 is DJ's launcher, but its not that good, db 2 is popular but its so linear, same as d2 although thats more used for oki when the opponent doesnt want to get up off the floor, good range on d2 as well.

What else... well uf4 is a gimmick i like to use in casuals for people who wakeup 3 too much. df212 is pretty decent but linear and overrated imo. ff1+2 is a fast high UB! that give you a free b1+2.

Yea thats all I can come up with for now but feel free to ask questions.

To sum up ogre as a character.

Pros - range, damage.

Cons - pretty much everything else, ESPECIALLY punishment, it helps if you're one of those players with a strong mental side of your game, since execution wise his punishers are pretty drole and his combos are definitly not hard.

Don't forget to utilize his grab game, mainly to set up waning moon and get them scared of it. What namco did to keep that grab game clean though is they didn't give him a 1+2 grab at all, so an opponent who's even just skimmed over his movelist will realize that the only breaks he has to worry about are 1 and 2 (with 2 being heavy on their mind due to WM)

Hope I helped.


this is nice.. i hope someone who is a experienced ogre player may be able to categorize its movements like mid and low pokes, frame punishments, launcher, panic moves and the everything else... this big beast needs love xD
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Paranormal Oreo
1st Dan
Joined: Jul 2011
Posts: 17
From: USA Illinois
XBL: Paranormal Oreo
#8 “Quote” Edit Post
My top 10:
b+1+2: Insane range, good damage, good pushback, wall break, and KND on NH.
d+3+4: Quick, allows mixup between FC d/f+2 and WS 2.
WS 2: For mixups, big damage combos.
FC d/f+2: Good range, KND on NH.
hcf+2, 1+2: Long range whiff punishing.
1, 2: Jabs.
u/b+3: TJing LNCer, combo filler/ender.
f+3: Decent range, good damage, KND.
u+1+2: TJ, combo starter, neutral(?) on block.
u/f+1+2, 1+2: Combo starter, hit confirmable, big damage.
Keebs
6th Dan
Joined: Jan 2010
Posts: 63
From: United Kingdom
PSN: BlackJaguarXD
#9 “Quote” Edit Post
In no particular order:


  • 1+3 - Oki, you can catch rolls with 3,2, db2 - etc
  • df/df2+4 - You get a full combo
  • d+3+4 - Mixup with WS2, FC df2 and WS1,2
  • f2 - good range, pushes opponent out, wall splats
  • b2 - Safe, opponent needs to respect your range, full combo on CH
  • 1,2 - Very good jab range
  • WS2 - full combo on hit but launch punishable
  • FC df2 - free b+1+2/d+3+4 on hit but launch punishable
  • uf+1+2,1+2 - (Whiff) punisher (since he doesnt have a i15 launcher), good damage. 1st hit jab punishable whilst 2nd is launch punishable
  • fly 1 - leads to throw,ub3 mixup


Subject to change.
Signature I'm alright.
AZYG4LYFE
Hopeful...
Joined: Sep 2009
Posts: 5110
From: United Kingdom
PSN: AZYG4LYFE
#10 “Quote” Edit Post
Originally posted by Handbag

FC df2 - anna's FCdf2, you get b1+2 for free, its a low, its launch punish (-27) i think but FUCKING crazy range, sometimes deceivingly so. pretty fast too at startup *looks it up* 20!!!??? wtf seems so much faste, o well range is all that move has going for it good to mix with WS2, but not too much since both are punishable.



Something to note, the b+1+2 setup after FCd/f+2 will not work on wang/roger jr (noted after playing The Phantom on PSN), if they keep still. Next best alternative if that is the case is to use b+1 otherwise d/b+2, the former doing more damage.

AZ
Signature +Ogre forever!! ^_^

Ogre is hungry, careful what you feed him (Mishima's and kazama's preferred).
Keebs
6th Dan
Joined: Jan 2010
Posts: 63
From: United Kingdom
PSN: BlackJaguarXD
#11 “Quote” Edit Post
The b+1+2 setup after FC d/f + 2 also whiffs on Nina and Alisa sometimes. Not sure why.
Signature I'm alright.
KINGofIRONfist
Malec
Joined: Mar 2003
Posts: 2611
From: Germany
PSN: Malec1983
#12 “Quote” Edit Post
b+1+2 after fc,d/f2 also whiffs on wall situations, just go with d+3+4 then
AZYG4LYFE
Hopeful...
Joined: Sep 2009
Posts: 5110
From: United Kingdom
PSN: AZYG4LYFE
#13 “Quote” Edit Post
New Top 10 for me as of now

1. WM - Standard, no Ogre user can live without this

2. d/f+2- I prefer to use this alone rather than the rest of the string to keep distance in check on opponents, if you use it very well most of the time you can keep them at bay. +6 on CH iirc so you can mount an offense from there

3.FCd/f+2 - My main offense tool (I abuse this quite a bit, if they guess wrong after d+3+4 that's literally half bar gone after 4 moves (FCd/f+2, d+3+4, -Guess 1- FC/df+2,b+1+2= Half bar)

4.Jabs -

5. iws+1,2 - Slowly implementing this move more into my game, delaying can catch them sometimes, it's not so bad

6.u/f+1+2,1+2 - Whiff punishment - Wonderful damage

7. b+3 - Dunno why, but it's there I guess, nice High crush,

8. d/f+1,1 - Nice meaty 13f punisher,

9. u+4~u - My panic button (works quite well to some extent)

10. d/b+2 - Nice low

Special mentions

b+1+2 - Slowly implementing this move more into my game for keep out, catches rollers nicely and raw tags (both going out and coming in) very few can punish it even though it's -18 (Ogre can punish it with his own u/f+1+2,1+2)

d+2 - Nice move on wakeup from a good distance, I use it randomly as well, sometimes they get it, sometimes not, I'd use it more if the recovery was a tad better (same with b+1+2)

ws+2 - Red life etc.

b+2 - I should be using this move more


AZ
Signature +Ogre forever!! ^_^

Ogre is hungry, careful what you feed him (Mishima's and kazama's preferred).
grumpy64
Virtuoso
Joined: Sep 2012
Posts: 214
From: United States
#14 “Quote” Edit Post
Ok mine would be
1 WM hard to break as his huge arms hide his throws and it leads to sick damage
2 fc/d/f+2 kinda slow to use in the standing game but it's great for oki mix ups.
3 b+1+2 great for hitting people on the ground and does good damage
4 d+3+4 also a good oki mix up. Mix it up with ws+2 and ws+12.
5 B+2 safe on block and leads to big damage on counter hit. it also has great range and wall splats
6d/f11 his go to 13 frame punisher on top of that it in be used in oki mix ups
7F+2 technically not safe but the push back makes it safe for the most part
8 d/f+2 a safe mid poke. is also guaranteed after fc,d/f+2 and if the move on the ground you can get the full string
9 u+4u trying to work this more into my game mainly working on oki set ups
10 12 i just use it for pressure
grumpy64
Virtuoso
Joined: Sep 2012
Posts: 214
From: United States
#15 “Quote” Edit Post
starting to like u+4u as a combo ender more and more. Great scrub killer as lots of people don't know that you can escape the fire by teching then stepping and even if they do u can force a mix up

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