SummaryNormals and Unique Attacks :Normals :Standing Normals : 
- A standard Jab. Can link into itself (3 times in a row) and Cr. Light Punch.
- Cancelable.
- Safe on Block : +2
- Damage : 30, 37 on Counter Hit.
- Counter Hit Properties : Had a few extra frames of Hitstun.

- Good for combo, that normal has a good range for Medium Punch. Can link into itself a second time.
- Cancelable.
- Safe on Block : +3
- Damage : 60, 75 on Counter Hit.
- Counter Hit Properties : Like Light Punch, had a few extra frames of Hitstun.
Close

- Ogre throws an uppercut. Many fans joke that Ogre has the character model of Seth, this move is one of their argument : Seth has the same move and it retains it's quality : good in combos and it's also a good Anti-Air if time correctly. Really useful.
- Cancelable.
- Unsafe on Block : -6
- Damage : 90, 112 on Counter Hit.
- Counter Hit Properties : Like the others, had a few extra frames of Hitstun.
Far

- Ogre attacks the opponent with his arm in a spear-like fashion. A great poke that moves you forward and can be easily hit confirm into a launcher.
- Not Cancelable.
- Unsafe on Block : -8. However, it's difficult to punish if you hit your opponent from max range.
- Damage : 90, 112 on Counter Hit.
- Counter Hit Properties : If it's a Counter Hit, the opponent is put in a Crumple State, allowing you to combo easily into Snake Blade and get a full combo.

- Ogre throws a kick that hits Low. Not bad but not that good, can link into itself 3 times in a row and into Cr. Light Kick.
- Not Cancelable.
- Safe on Block : +2
- Damage : 30, 37 on Counter Hit
- Counter Hit Properties : Just a few extra frames of Hitstun.

- Ogre kicks upward. Not a good poke because it hits High and it isn't cancelable but this move is a really useful Anti-Air if your opponent is jumping in front of you. It also moves you forward a little.
- Not Cancelable
- Safe on Block : -2
- Damage : 60, 75 on Counter Hit.
- Counter Hit Properties : Just a few extra frames of Hitsun.²
Close

- Ogre lifts his leg while hitting the opponent. This move is only useful in combo since it has a little more damage than Close Hard Punch. Contrary to what it seems, his vertical hitbox is not that high and doesn't act as a good Anti-Air. Stick to Close Hard Punch then.
- Cancelable.
- Unsafe on Block : -10
- Damage : 100, 125 on Counter Hit.
- Counter Hit Properties : Had a few extra frames of Hitstun again.
Far

- Ogre kicks in front of him. A really good poke because it hits really far, +2 on block and really hard to punish since it hits really far.
- Not Cancelable.
- Safe on Block : +2
- Damage : 90, 112 on Counter Hit.
- Counter Hit Properties : Again, a few extra frames of Hitstun.
Crouching Normals :Cr.

- Standard Jab. Pretty much the same as the Standing one but the range is smaller and the move is a little slower.
- Cancelable.
- Safe on Block : +1
- Damage : 30, 37 on Counter Hit.
- Counter Hit Properties : a few extra frames of Hitstun.
Cr.

- Ogre attacks the opponent with his arm in a spear-like fashion. This move seems to be the Crouching version of the Far Hard Punch. It's a good poke that can be easily hit confirm into the Far Hard Punch and the Launcher. Contrary to the Far Hard Punch that moves you forward, you stay at the same place when you attack the opponent, make it difficult to punish (even if it's -7 on block).
- Not Cancelable.
- Unsafe on Block : -7. However, it's difficult to punish if you hit your opponent from max range.
- Damage : 60, 75 on Counter Hit.
- Counter Hit Properties : Even if it's a Crouching version of the Far Hard Punch, it just adds a few extra frames of Hitstun, no Crumple State.
Cr.

- Ogre attacks his opponent by using his arm like an ax. This is slow so don't use too often. This moves is an overhead so you must block it high. The only use I can found for it is after the second hit of Snake Blade, in a Cross Rush Combo. The two first hits must be block low and the opponent won't expect it. It's also a Hard Knockdown, allowing for mix-ups.
- Not Cancelable.
Unsafe on Block : -9
Damage : 100, 125 on Counter Hit.
Counter Hit Properties : Apart from the bonus damage, nothing ?
Cr.

- Ogre kicks his opponent's legs. This move has better use than his Standing counterpart. A good crouching poke allowing you to easily hit confirm into his Target Combo Snake Blade, allowing a full combo AND a Tag-In Combo. You can buffer Snake Blade without hitting the opponent. And you can link many moves from it, including Close Hard Punch and Kick and even Infinite Kick Combo. A useful normal.
- Cancelable.
- Safe on Block : +2
- Damage : 30, 37 on Counter Hit.
- Counter Hit Properties : A few extra frames of Hitstun, not big surprise.
Cr.

- Ogre throw a kick. This move is DEFINITIVELY better as a poke compared to the Standing one. It has really good range and is really safe on block at max range. It can easily be Hit Confirm in a Cross Rush for an easy Tag-In Combo. It is also Cancelable so use it in combo when you think you can.
- Cancelable.
Safe on Block : 0
Damage : 60; 75 on Counter Hit.
Counter Hit Properties : A few extra frames of Hitstun.
Cr.

- Ogre throws a kick aiming upward. Contrary to other member of the cast, this sweep puts your opponent in a Juggle State and is also Cancelable, something that sweep doesn't really have in common. It is also really useful in combo since you can use the Super Charge Dash Cancel to continue the combo even further (Ogre's Trial 19 is a good example).
If your land it in a corner, you can easily Juggle with Hunting Hawk or a Close Hard Punch. It's also a really good Anti-Air when time correctly. A really good move.
- Cancelable.
- Unsafe on Block : -3
- Damage : 60 + 50 = 110
- Counter Hit Properties : Apart the damage bonus and the extra frames of Hitstun, nothing.
Jumping Normals :Note : All Ogre's Jumping Normals are the same. They don't change if you do a Neutral Jump or you jump diagonally.J.

- Ogre throws a punch in a spear-like fashion downward. A good Jump-In move which is also useful in Air-To-Air move. You can even hit an airborne opponent if you Back Jump at the right time.
- Not Cancelable.
- Damage : 40, 50 on Counter Hit.
- Counter Hit Properties : A few extra frames of Hitstun, put airborne opponent in a Juggle State.
J.

- Ogre attacks his opponent with his arms in a hammer-like fashion. A good Jump-In move that deals good damage but it's also a really good Air-To-Air move because it's fast.
If it hits an airborne opponent, they will be put in a Ground Bounce State. In the corner, you can use the Ground Bounce to make a combo out of it. At mid-screen, the opponent is send far away, allowing to Tag Out Ogre safely if he needs to. This move can also Cross-Up but it's hard.
- Not Cancelable.
- Damage : 70, 87 on Counter Hit.
- Counter Hit Properties : Add a few extra frames of Hitstun.
J.

- Ogre punches the opponent. Another move taken from Seth. It's a good Jump-In but not as good as J. Medium Punch as a Air-To-Air move.
- Not Cancelable.
- Damage : 100, 125 on Counter Hit.
- Counter Hit Properties : A few extra frames of Hitstun, put airborne opponent in a Juggle State.
J.

- Ogre kicks in the air. It looks like Cr. Light Kick. Another great Air-To-Air move since it's really fast and has really good range. It's a really good move to defend yourself after a Back Jump because of his huge range.
- Not Cancelable.
- Damage : 40, 50 on Counter Hit.
- Counter Hit Properties :A few extra frames of Hitstun, put airborne opponent in a Juggle State.
J.

- Ogre kicks in the air. It's basically the same move as J. Light Kick but it has more range, more damage and and is a little slower. This move is the Main Cross-Up move of Ogre, it's really easy to Cross-Up with it.
- Not Cancelable.
- Damage : 70, 87 on Counter Hit.
- Counter Hit Properties : A few extra frames of Hitstun, put airborne opponent in a Juggle State.
J.

- Ogre uses his kick in a ax-like fashion. It's also a good Air-To-Air move but use it mainly for Jump-In to start combo.
- Not Cancelable.
- Damage : 100, 125 on Counter Hit.
- Counter Hit Properties : A few extra frames of Hitstun, put airborne opponent in a Juggle State.
Unique Attacks :Note : All moves was performed facing right.Flash Punch Combo :

,

,

- Ogre throws two Jab following by a flaming thrusting punch that knockdown the opponent. The last hit sends the opponent really far, allowing you to Tag Out Ogre if he needs to. This move was stolen from the Mishima Style Fighting Karate
- Not Cancelable.
- First and Second Hit Safe on Block : +1, +7. Last Hit is Unsafe on Block : -13
- Damage : 30 + 30 + 80 = 140 but due to the Damage Scaling, the actual damage is 134 (141 on Counter Hit).
- Counter Hit Properties : Nothing important.
Demon Slayer :

,

,

- Ogre attacks with a Jab, then a punch and end the combo with a flaming spinning back fist. This move is completely useless : the third hit don't connect and is unsafe. And if you manage to use it in a juggle, be sure that the combo will drop almost everytime.
Don't bother using it, exept if you opponent is a complete noob who doesn't know how to block.

Another move stolen from the Mishima Style Fighting Karate.
- Not Cancelable.
- Second Hit is Unsafe on Block : -9. Last Hit is Safe on Block : -1
- Damage : 30 + 60 + 90 = 180 but if, by some miracle, you combo this move, the damage will scale.
- Counter Hit Properties : Nothing Important.
Infinite Kick Combo :

,

,

,

,

- Ogre lifts up his leg while kicking the opponent, then kicks the opponent 3 times and makes him fly with a burning kick. A useful move since it can be combo from a Cr. Light Kick. If the first hit hits an crouching opponent, it will force them to stand. The second hit is an Overhead so you must block it High. The third hit hits low, forcing you to block low. The first 3 hits make this move really tricky to block. The last hit is also cancelable.
If you're in the corner, you can cancel the last hit into Blazing Kick for a Tag Cancel combo or Waning Moon for some easy damage. In mid-screen , always cancel this move into Ancient Power, this will make the opponent fly away and you can Tag Out Ogre safely after. This move was stolen from Lee Chaolan.
- Cancelable (Last Hit Only).
First Hit is Safe on Block : -2. The rest is Unsafe : -13, -5, -13, -11
Damage : Since this move will always be affected by the Damage Scaling, 175, 192 on Counter Hit.
Counter Hit Properties : Nothing Important.
Hunting Hawk :

,

,

- Ogre jumps in front of him while kicking, pursues with a spinning kick and end the combo with a burning ax kick that knocks down the opponent. Don't really use the last hit, the first 2 one are MUCH more reliable.
The two first hits juggle and can lead to some good damaging combo. What makes this move really useful is not only the fact that it's juggle the opponent, it's the fact the can be combo from MANY moves : after a Jump-In, Snake Blade, Owl's Hunt, etc. and it's also quite easy to combo after. You can also Tag Cancel the second hit for an easy Tag Combo.
- Not Cancelable.
- First and Last Hit are Unsafe on Block : -10, -6. Second Hit is Safe on Block : -3
- Damage : Since the last hit will always be affected by the Damage Scaling, 164, 174 on Counter Hit.
- Counter Hit Properties : Nothing Important.
Snake Blade :

,

,

- Ogre combos his Cr. LK into his Cr. MK and finish by an upward flaming kick that put the opponent in a Juggle State.
This move is quite useful since it's easy to combo after a Jump-In or a Cr. Ligh Kick poke and you can following it by the first 2 hits of Hunting Hawk for a bigger combo. You can buffer it so the Cr.MK can also be used as a poke. The last hit is relatively Safe on Block but don't end the combo with it.
- Not Cancelable.
- Last hit is Safe on Block : -3
- Damage : 30 + 60 + 80 = 170
- Counter Hit Properties : Nothing Important.