Ancient Ogre combo thread

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StarSaber
Banned By Mod
Joined: Nov 2013
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#241 “Quote” Edit Post
Originally posted by Chamberjin
Yes. Lp d/f+1, 2,d+1+2,5...into a strong ender from your partner.


I meant solo LP combo
Signature Originally posted by Nyrepose
I think it's okay. For the first two years I've been playing, throws were essentially 12 frame unblockables
Chamberjin
Fujin
Joined: Aug 2000
Posts: 593
From: USA Ohio
PSN: Micah1-_
XBL: Chamberjin
#242 “Quote” Edit Post
Are you a solo player? There's no reason not to want more damage + red life...

b+4,3, 1, b+4,3,3+4
Signature Micahjesus
StarSaber
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#243 “Quote” Edit Post
Of course there are reasons... if you have one of your characters with rage on screen, you generally don't want to tag out anyway

your solo LP combo does less damage than df+1, df+1, b+4,3,3+4... think a little more before you post.
Signature Originally posted by Nyrepose
I think it's okay. For the first two years I've been playing, throws were essentially 12 frame unblockables
Chamberjin
Fujin
Joined: Aug 2000
Posts: 593
From: USA Ohio
PSN: Micah1-_
XBL: Chamberjin
#244 “Quote” Edit Post
I suppose...but would you lose your rage after 2,d+1+2 into your other char? You could finish the lp juggle and tag AO back in. If you want to keep rage AO in, it may be better to end a lp juggle with a spike like f+3,2 or d+1 to keep them close.
Signature Micahjesus
StarSaber
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#245 “Quote” Edit Post
Originally posted by Chamberjin
I suppose...but would you lose your rage after 2,d+1+2 into your other char?


You don't play this game a lot, do you?

You could finish the lp juggle and tag AO back in.


And why the fuck would I bring AO back again if he has no rage anymore?
Signature Originally posted by Nyrepose
I think it's okay. For the first two years I've been playing, throws were essentially 12 frame unblockables
Chamberjin
Fujin
Joined: Aug 2000
Posts: 593
From: USA Ohio
PSN: Micah1-_
XBL: Chamberjin
#246 “Quote” Edit Post
Simma down Star, simma down, lol. I was just trying to help; I play AO on the side. I'd be happy to play you to show you how much I don't know about this game.
Signature Micahjesus
evilkunimitsu
3rd Dan
Joined: Apr 2013
Posts: 34
#247 “Quote” Edit Post
Saludos
LP dash 2,d+1+2, b+4,3,3+4 42 dmg kinda strict
forest16
ForestTekkenVideos
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#248 “Quote” Edit Post
I need double Ogres wall combos. Hopefully with lots of wall hits and cool stuff with lots of damage!

AO has a great wall TA! with b+1,2,b, df+2,1,2

I like Ancient Ogre's b+2,1 post wall TA! since the second hit can hit low wall

Last edited by forest16 on Mar 29th, 2014 at 12:33

yoloswag
Shihan
Joined: Apr 2013
Posts: 124
From: Finland
PSN: Chief_Sona300
#249 “Quote” Edit Post
Originally posted by forest16
I need double Ogres wall combos. Hopefully with lots of wall hits and cool stuff with lots of damage!

AO has a great wall TA! with b+1,2,b, df+2,1,2

I like Ancient Ogre's b+2,1 post wall TA! since the second hit can hit low wall


Sick damage!

Ogre 2 starter:

W! df+32 TA! Ogre 1: b+12~cancel, ub+32 Ogre 2: 1+21+21+2

Ogre 1 starter:

Easy option

W! ff+3/f+4/d+1 TA! Ogre 2: uf+1+21+2 Ogre 1: b+21

Hard option:

W! SSR d+3+4~5 same as in 1st example
forest16
ForestTekkenVideos
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#250 “Quote” Edit Post
Thinking AO f+2 (W!), f+4 (TA!) TO df+3,2, AO FC 3,3,3

Last hit low wall hit

I really like that True Ogre on point wall combo tho, thanks!
Cosmic Forge
Iron Fist God
Joined: Mar 2001
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From: USA Texas
PSN: forge76
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#251 “Quote” Edit Post
Originally posted by Baron West
On the subject of Waning Moon, does anyone have any good follow-ups for Ogre solo when the Waning Moon wall splats?

Originally posted by jinogre
What should I follow up a WM with when AO's back is to the wall and it causes a wall hit on them?


So this question has been asked twice and I didn't find an answer. I'm racking my brain trying to find something that allows a bound. d/f+4 re splats them but the immediately start to fall, and everything else either is too slow, or hits but they can tech off it.

I even tried tagging to Yoshi, and even he can't follow up. His f+1+2 hits, but it just spikes them down and doesn't bound or allow for a TA!. Also tried going right into d+1 bound, as well as generic bound, f+4, etc. Even if they hit, it ground splats instead of bound.

Gotta be some secret tech out there. Anyone holding back on us?
launcher
5th Dan
Joined: Dec 2009
Posts: 50
#252 “Quote” Edit Post
Originally posted by Cosmic Forge
So this question has been asked twice and I didn't find an answer. I'm racking my brain trying to find something that allows a bound. d/f+4 re splats them but the immediately start to fall, and everything else either is too slow, or hits but they can tech off it.

I even tried tagging to Yoshi, and even he can't follow up. His f+1+2 hits, but it just spikes them down and doesn't bound or allow for a TA!. Also tried going right into d+1 bound, as well as generic bound, f+4, etc. Even if they hit, it ground splats instead of bound.

Gotta be some secret tech out there. Anyone holding back on us?


- f2+3 or ff4 might pushes to lobby and then full combo, i dint check that though... im sure that would be working ....f2+3 even must works if there off axis wall position ... ff4 might even mises as it is high!
- ffn4 if the grounds with ground break properties
- FC+2 , if it gives + position after hit
- SS to his left or right and d3+4 , this might re posto wall and with a stright position... d3+4 or batter might be ss left or right and bf4 will promptly allow for d1 bound
however d3+4 will lift higher to re wall for bounds either in solo or tag

Last edited by launcher on Apr 29th, 2014 at 06:09

Conrad
Champion
Joined: Feb 2012
Posts: 278
From: USA Missouri
PSN: Disruptr-
#253 “Quote” Edit Post
Originally posted by Cosmic Forge
So this question has been asked twice and I didn't find an answer. I'm racking my brain trying to find something that allows a bound. d/f+4 re splats them but the immediately start to fall, and everything else either is too slow, or hits but they can tech off it.

I even tried tagging to Yoshi, and even he can't follow up. His f+1+2 hits, but it just spikes them down and doesn't bound or allow for a TA!. Also tried going right into d+1 bound, as well as generic bound, f+4, etc. Even if they hit, it ground splats instead of bound.

Gotta be some secret tech out there. Anyone holding back on us?
df1+2 is the strongest possible follow up that I've found when WM wallsplats them.
Signature /
MacNuzz
Banned By Mod
Joined: Feb 2014
Posts: 1080
From: Denmark
#254 “Quote” Edit Post
Bruce & Ogre combos
bf4 bf4 f4,3,4MTSf1 TA! (Ogre) SSR f3,2 (Bruce) cd3+4,3+4 115dmg (works with Marduk)

bf4~5 bf4~5 3,2cd1 df4MTSf1 TA! (Ogre) f3,2 (Bruce) cd3+4,3+4 107dmg redlife

cd2~5 d1+2~5 2,4MTSf1 TA! (Ogre) f3,2 (Bruce) cd3+4,3+4 101dmg redlife (works with Marduk)

f2,4 W! d3+4 TA! (Ogre) ub3,2 (Bruce) b2 db2,1>4_b2+3 (kings/miguel)

b1,2 W! WS1,2 TA! (Bruce) b4,3,4 (Ogre) b2,1

bf4(~5) uf3,4,3+4 W! b2,1 WB! uf3,4,3+4 W! d1 TA! (Bruce) b4,3,4 (Ogre) b2,1 141dmg

Last edited by MacNuzz on Dec 4th, 2015 at 20:17

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john joe
Kyu
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#255 “Quote” Edit Post
A.King uf4, dark upper, tag, AO 3,2 d1,tag, A.King 3+4, 2,Ao hunting hawk 90dmg with red life
You gotta do the A.king flip filler late, like let them hit the ground, then dash into the hunting hawk. 90 off a hop is raw.

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