ChipsLight's Ogre Guide - Le Géant Vert.

ChipsLight's Ogre Guide - Le Géant Vert.

Postby ChipsLight » Sun May 20, 2012 1:35 pm

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Click on the image to hear Ogre's Theme in SFXT.

Contents :
Summary
Normals and Unique Attacks
Specials
Super and Cross Arts
Combos
Strategy

Story :
Not much is known about the origins of Ogre. It was known has The God of Fighting by the ancient Aztecs but it's in reality a war weapon left on earth by Aliens in ancient times. It's also may have a connection with the Devil Gene. He is responsible for the death of King I and Jun Kazama, Jin's mother, and many other fighters in the world. He was defeated by Paul but transform into is ultimate form True Ogre but was defeated by Jin who has avenge the death of his mother.
Ogre begins to hear strange voices. This voices seemed to be the one who created Ogre in a distant past. After his awakening, he travels to the Antarctic to retrieve Pandora and and to discover the voices' origins.

Summary :
Ogre is a Rushdown character who has good and useful normals and interesting specials. Your main goal with Ogre is to get in and kill your opponent with his damaging combos. He also has some "get the hell out of me" move if needed.

Health : 1000
Pros :
+ Good Damage
+ Easy Combo that does good damage.
+ Has good normals.
+ Have really great Anti-Air.
+ Can put his opponent in a Juggle State really easily.
+ is Badass

Cons :
- Slow walkspeed.
- Have a big hitbox, so it's easier to hit him.
- Dash and Backdash are short.
- Can be zoned out really easily.
Last edited by ChipsLight on Wed May 23, 2012 5:04 am, edited 8 times in total.
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Re: ChipsLight's Ogre Guide - Le Géant Vert.

Postby ChipsLight » Sun May 20, 2012 1:35 pm

Summary

Normals and Unique Attacks :

Normals :

Standing Normals :

:punch-light: - 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.

:punch-medium: - 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 :punch-hard: - 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 :punch-hard: - 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.

:kick-light: - 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.

:kick-medium: - 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 :kick-hard: - 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 :kick-hard: - 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. :punch-light: - 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. :punch-medium: - 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. :punch-hard: - 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. :kick-light: - 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. :kick-medium: - 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. :kick-hard: - 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. :punch-light: - 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. :punch-medium: - 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. :punch-hard: - 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. :kick-light: - 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. :kick-medium: - 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. :kick-hard: - 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 : :punch-light:, :punch-light:, :punch-medium: - 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 : :punch-light:, :punch-medium:, :punch-medium: - 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 : :joystick-right: :plus: :kick-hard:, :kick-hard:, :kick-hard:, :kick-hard:, :kick-hard: - 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 : :joystick-up-right: :plus: :kick-light:, :kick-medium:, :kick-light: - 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 : :joystick-down: :plus: :kick-light:, :joystick-down: :plus: :kick-medium:, :joystick-down: :plus: :kick-medium: - 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.
Last edited by ChipsLight on Thu Feb 07, 2013 10:51 am, edited 4 times in total.
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Re: ChipsLight's Ogre Guide - Le Géant Vert.

Postby ChipsLight » Sun May 20, 2012 1:35 pm

Summary

Specials :

Note : All moves was performed facing right.

Indigo Punch : :joystick-down: :joystick-down-right: :joystick-right: :plus: :punch: - Ogre attacks with his hand by using a fireball. All versions does the same damage but has different speed : the Light Version is the faster, the Hard Version is the slower and the Medium Version is between the two. This move is Super Chargeable.
This move has two major use : as a combo ender and as combo extender. As explain earlier, you can Super Charge Dash Cancel this move after a Cr.HK allowing you to extend your combo.
The EX Version causes a Wall Bounce allowing you to combo after. You can also Tag Cancel for an easy combo with your partner or use Pandora Mode (even if it's useless for now). You can stop fireballs if you time this move properly.
    - All Versions are Safe on Block : L : +2, M and H : 0, EX : -2
    Damage : L Version : 100. M Version : 110. H Version : 130. EX Version : 100.
    Counter Hit Properties : Nothing.

Waning Moon : :joystick-down: :joystick-down-left: :joystick-left: :plus: :punch: : Ogre catches his opponent, he then spins and create a black tornado who hurts the opponent and then punches his opponent with a spinning burning back fist. This move is really interesting. The first frame of the move is considered as a grab so you can't block it. But, after the second frame, this move is considered as a strike so it can be block.
The fact that it becomes a strike move is not that bad because it became really useful since you can use it in combos, but you need some timing for juggle.
The Light Version is the faster but stop in front of you and the Hard Version is the slowest but moves you forward the most.
The EX version is really fast and moves you forward like the Medium Version and has armor property which absorbs one hit. It can be useful to pass through projectiles and trying to catch the opponent for free damage.
    - All Versions are Unsafe on Block : L and EX : -22, M : -26, H : -31.
    - Damage : L 150, M 155, H 160, EX 160 (L 165, M 170, H 175, EX 175 on Counter Hit)
    - Counter Hit Properties : Nothing apart the bonus damage.

Ancient Power : :joystick-right: :joystick-down: :joystick-down-right: :plus: :punch: - Ogre strikes a pose and energy field surrounds him.
The Light and Medium Version are Counter. The Light version counters Low and Mid attack and the Medium Version counters High Attack.
The Hard and EX Version activates the shield without counter and can stop projectiles (only one hit). This move is REALLY useful as Anti-Air because the hitbox of the Hard and EX Version is really huge and protects Ogre and the Light and Medium Version does a ton of damage. A really useful Anti-Air, the Hard and EX Version are also good combo enders , especially at the end of the Infinite Kick Combo.
    - Hard and EX Versions are Unsafe on Block : -16
    - Damage : L and M : 180 (225 on Counter Hit), H : 100 (120 on Counter Hit), EX : 120 (150 on Counter Hit).
    - Counter Hit Properties : Nothing apart the bonus damage.

Blazing Kick : :joystick-down: :joystick-down-left: :joystick-left: :plus: :kick: - Ogre throws a blazing kick at his opponent. This move is relatively fast but doesn't do much damage. It's more useful as an Anti-Air or for a Tag Cancel since it puts the opponent in a Juggle State and have a big hitbox.
All Version are exactly the same. The EX Version does more damage and sends your opponent really high, high enough for a second Blazing Kick after it.
This moves also reflects projectiles. The Light Version reflects it straight to your opponent, the Medium one reflects it at a 45° angle and the Hard Version reflects it straight to space. The EX Version is the same as the Light Version but the projectiles become faster.
    - All Versions are relatively Unsafe on Block : -6
    - Damage : L,M and H : 80 (100 on Counter Hit), EX : 100 (125 on Counter Hit).
    - Counter Hit Properties : Nothing apart the bonus damage.

Owl's Hunt : :joystick-right: :joystick-down: :joystick-down-right: :plus: :kick: - Ogre teleports himself in the sky, descends on the ground while punching with a burning fist. This move is an overhead so it must be Block High and is invicible on Startup.
It's a good move but it can be hard to use. The Light Version telports in front of you, the Medium one teleports you at mid-screen, the Hard one teleports you at full screen and the EX one tracks the opponent. After hitting the opponent, you can use Hunting Hawk for a free combo.
You can also punish projectiles with this move, the easiest way to use is at full screen and using the Hard Version, or, using the EX Version anywhere on the screen but for the cost of one bar but you need to time it correctly or you will land behind the opponent, who is free to punish you easily.
If it's a Counter Hit, the opponent will be put in a Ground Bounce State, allowing to easily combo after.
Be careful tough, it's unsafe if blocked. You can also use this move just after a Quick Recovery by pressing one the Kick Button but it's hard to land it.
    - All Versions are Unsafe on Block : -11
    - Damage : All Versions : 100, 125 on Counter Hit.
    - Counter Hit Properties : Puts the opponent in a Ground Bounce State.
Last edited by ChipsLight on Thu Feb 07, 2013 10:53 am, edited 2 times in total.
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Re: ChipsLight's Ogre Guide - Le Géant Vert.

Postby ChipsLight » Sun May 20, 2012 1:36 pm

Summary

Super and Cross Art :

Note : All moves was performed facing right.

Hell Inferno : :joystick-down: :joystick-down-right: :joystick-right: :plus: :punch-3x: - Ogre runs toward his opponent to hit him with a blazing fist. If it hits, he enters in a Full Cinematic Super showing how powerful he is. A fancy looking super that mixes Waning Moon and Owl's Hunt.
This super is quite good since all his actives frames are completely invincible. The moves goes Full Screen but in fact, the max range for hitting the opponent is mid-screen. If you're close enough, you can punish many moves, especially projectiles since you go THROUGH them. It's also good in combo but can whiff in some combo. But be careful when using it, it's completely unsafe on block.
    - Unsafe on Block : -73
    - Damage : 340.
    - Counter Hit Properties : Nothing apart from the bonus damage.

Cross Art : :joystick-down: :joystick-down-right: :joystick-right: :plus: :punch-medium: :plus: :kick-medium: - Ogre punchs his opponent in an ax-like fashion with a burning fists. If it connects, he will fly behind his opponent leaving flames in his path which will make the opponent fly toward Ogre who will send them to his partner with a blazing fists. Quite fast, it's not really useful outside of combos. It can Anti-Air but you need to time it correctly.
    - Unsafe on Block : -29
    - Damage : 100 (105 on Counter Hit) + Partner's Super Damage.
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Re: ChipsLight's Ogre Guide - Le Géant Vert.

Postby ChipsLight » Sun May 20, 2012 1:36 pm

Summary

Combos :

Ogre has easy combo that does quite good damage, you will just need some timing for certain combos but it's not that hard.

Note : All moves was performed facing left.
You can replace J. HK by any other Jumping Move.


How to read :

A comma ( , ) will denote a Link.
A hyphen ( - ) will denote a Chain or a move with a Follow-Up.
Two xx will denote a Cancel.
J. means “Jumping”.
F. means "Far Standing".
Cr. means "Crouching".

J. :kick-hard:, :punch-hard: xx :punch-hard: Indigo Punch
Damage : 262
Basic Combo with good damages. You can replace the Indigo Punch with any other Specials, Super or Cross Art.

J. :kick-hard:, :punch-hard: xx :kick-light: Owl's Hunt, :joystick-up-right: :kick-light: – MK, :punch-hard: xx :punch-medium: Indigo Punch.
Damage : 415
An easy Combo that does good damage. Again, you can replace the Indigo Punch with any other Specials, Super or Cross Art.

J. :kick-hard: , :joystick-down: :plus: :kick-light::joystick-down: :plus: :kick-medium::joystick-down: :plus: :kick-medium:, :joystick-up-right: :plus::kick-medium:, :punch-hard: xx :punch-light: Indigo Punch
Damage : 337
Not as much Damage as the previous one but if you manage to land the Cr. LK, go for the full combo.

J. :kick-hard:, Cr. :kick-light:, Infinite Kick Combo xx :punch-hard: Ancient Power
Damage : 290.
Cr. LK links into Infinite Kick Combo, not a chain. If you land this Combo in the Corner, you can use H Waning Moon instead of Ancient Power for additional damage.

Corner Combo :

J. :kick-hard:, Infinite Kick Combo xx :punch-hard: Ancient Power, C.:punch-hard: xx :punch-light: Indigo Punch
Damage 438.
It's quite easy to do and it's fancy.

J. :punch-hard:, :punch-hard: xx :kick-light: Owl's Hunt, :punch-medium:, :punch-medium:, Cr. :kick-medium:, :punch-hard: xx :punch-light: Indigo Punch
Damage 441
This combo can only be done in the Corner but it does some good damages.
Discovered by Thai Senpai : Video

When Tagged In :

After a Laucher or a Tag Cancel : :joystick-up-right: :plus: :kick-light::kick-medium:, :punch-hard: xx :punch-medium: Indigo Punch.

After a Launcher, you can begin the combo with HP but at Mid-screen, always use this combo. Like the other combos, you can replace the Indigo Punch by any other Specials.

Ogre's Combo Video by chiviet234HD. All credits for this video goes to him.
Last edited by ChipsLight on Sun Jun 24, 2012 3:49 am, edited 4 times in total.
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Re: ChipsLight's Ogre Guide - Le Géant Vert.

Postby ChipsLight » Sun May 20, 2012 1:44 pm

Strategy :

Coming Soon.
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Re: ChipsLight's Ogre Guide - Le Géant Vert.

Postby ChipsLight » Sun May 20, 2012 3:29 pm

You can finally post.

I really enjoy making this guide, it makes me feel a little better in the game and make comprehend the game better. It's also good to think that you're helping the community, even if SFXT doesn't had a good reception, so I hope you will enjoy my guide and find it useful.

I can't really take care of the Strategy section since my PC is full of dust and overheated really fast. If someone wants to take the challenge to complete this section, I don't mind, feel free to do it, I will add his work and will give him copyright. When I can have a new and good PC, I will begin this section.

Also, I'm french so the guide may have typos in it so feel free to tell me.

You can also post advices, new combos, etc. if you feel it's useful, I will add what you will post I find it interesting enough.

Oh and, the title is a reference to this :
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Re: ChipsLight's Ogre Guide - Le Géant Vert.

Postby Keyblade » Mon May 28, 2012 7:42 am

I've always wanted to try Ogre out and now I can thanks to this useful guide.
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Re: ChipsLight's Ogre Guide - Le Géant Vert.

Postby Thai Senpai » Mon May 28, 2012 11:25 am

http://www.youtube.com/watch?v=yp_ORBmKjy8 - Simple corner loop. 441 damage no meter.
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Re: ChipsLight's Ogre Guide - Le Géant Vert.

Postby ChipsLight » Mon May 28, 2012 11:39 am

Thanks man, I will add it. ;)

No problem, Key, I'm happy that my guide made you want to play Ogre. :)
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ChipsLight
 
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