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Ogre by Sookilla
Version: 1.00 | Updated: 03/09/98
Tekken 3 Orge 1 FAQ "The God of Fights" FAQ + Strategy Guide, by }:-] "The God of Fights" FAQ + Strategy Guide. ** Opinions could be baised... he he he ** Any comments/complaints/suggestions/tips? Send email to }:-] Sookilla , or Lei ** Version 1.00 -- hopefully the last one. 3/9/98. TABLE OF CONTENTS A. General Notations and Moves B. Brief Character Profile C. Moves and their Descriptions (Throws: Punches: Kicks: Unblockables) D. Strategy Section (Combos: Cheeses: General Ones: Specific Character Confrontations) E. Credits A. General Notations 1 - left-punch: upper-left button 2 - right-punch: upper-right button 3 - left-kick: down-left button 4 - right-kick: down-right button f - tap forward b- tap backward d - tap downward u - tap upward uf - tap up-forward ub - tap up-backward df - tap down-forward df - tap down-backward D - hold down WS - while standing n - neutral; brief pause between commands ~ - inputting the next command very fast. / - meaning "or" General Moves f, f - dashing forward b, b - dashing backward u (hold it a little longer than a tap motion) - jump u - side-stepping upward d - side-stepping downward f, f, f - Running -while on the run, press 4 for the low sliding attack, or just hold forward to shoulder-ram the opponent. When you are prone or being taken down to the ground - As you hit the ground ~1/2/3/4 : it is called "Tech Rolls" where you will be getting up instantly while you will be briefly vulnerable rolling to the side. d+3 : "Ankle-Kick" : pretty quick low kick which will stop opponent from attempting further attack while you are prone. Ogre does not have this move. -- When you are laying on the ground - 3 : a low kick that will often trip the opponent in close range - 4 : mid kick that will mostly knock out the opponent - Hold d+1 : your character will roll to the side way - b, b : your character will roll away from the opponent - f, f : your character will roll into the opponent- don't try at this at home kids!! he he...... - Flying Cross Arm/Hand Spring Getting up : Ogre does not have it. - b, b+(3+4) : Hand Spring Up to Flying Cross Arm; Ogre does not have it. some more general stuff + tips... - Chicken : It is an Anti-Attack-Reversal moves where you use to get out of your opponent's attack reversal attempt. By inputting F+(1+3) for any move which is being executed with Ogre's 1 or 3/ F+(2+4) for any move which is being executed with Ogre's 2 or 4, you can escape from being reversed while inflicting a small damage to your opponent. - Poke : This refers to those small moves which have the priority over most other general moves. People use it to stop opponent's strings and combos. - Super Charger : Press all the buttons together. Your character will be surrounded with glowing light. While this glowing lasts, which is about a couple seconds, your character will be able to execute the moves impacting major counter effect. - To evade running shoulder rams : Having trouble dealing with shoulder rams after you are knocked away to the corner? Yes, I am sure many people had faced the problem, especially when you are fighting against Paul Phoenix. It is annoying since you can not just jump backward anymore as you did back in TK2. If you have a character with the ankle-kick, use it. It will usually stop anything, Shoulder-ram/ sliding. However, when you are using Ogre, who does not have it, you may want to take some risk. I usually jump over the running opponent. I know, it sounds a little ridiculous. With any character, you can just hop over the rushing opponent. Of course, the timing is a little tricky. When the opponent is at about the distance which is given in the beginning of the match, just do "uf" - a light hop. You will be able to jump over them. Once you are used to it, it is pretty easy to do. - Best ways to stop being from thrown is throwing light-jabs, (1,2), or ducking down... he he he Now, Something about OGRE (aka God of Fight) -- Profile; Nothing is clearly known about this creature. He wanders around to defeat and absorb those with strong souls and skills of martial arts. -- Statues; He has very few original moves, but has many borrowed ones from the bosses of Tekken2. Move Lists and descriptions How To Read; -- Name of the move; Button Command(s); The level to blocked the attack, (l = low: m = mid: h = high) Throws -- Body Slam; (1+3) Well, what can I say about this? Just typical regular throw which can be escaped rather easily. -- Bear Hug; (2+4) This one is a little harder to escape since counter command button is 2, and it does more damage too. -- Spin Behind Elbow; df, df+(2+4) Now, this is one of the most useful throw in Tekken for the fact that it can not be escaped and will provide you with the opportunity to cause unbelievable damage on opponents. Opponent will be thrown to other side of screen while they have to recover from the position (while their back is turned) which takes quite a long time. However, it is damn hard to pull of during serious matches. I would not recommend it, unless you are fighting against those whom you are certain you can toy around, or right after you block the opponent's attack and he/she would be immobilized for a while, eg Paul's falling-leaf combo, which will not happen that often. -- Choke Slam; any throw command from opponent's left side Cool looking throw with decent damage, shame that it is rather easy to escape from. -- Hanging Neck Throw; any throw command from opponent's right side Same comment as above one. -- Swing; any throw command from opponent's back When you play Ogre, you will have more chances to get to the behind of your opponent than you would with other characters due to Ogre's Huge side-step. This back throw does crazy damage too, 70%, and of course it is not escapable. Attack Reversal -- Ancient Power; b+(1+2) It is actually a counter attack move which works on only high attacks. That way you could say that it is inferior to typical attack-reversals or body-thrusters. However, it is superior in some ways. You can use it anytime during your opponent's breath-taking combos and links, as long as they hit high level. For example, you can counter the third kick of Law's 4,3,4 kicks-- you can not reverse/ interrupt it with reversals or body-thrusters. It works just like Heihachi's kick-counter, but better since it works on both kicks and punches and Ogre1 will not receive any damage. Well, if you fail to anticipate incoming attacks, Ogre1 will not do anything. As an extra tip, there are two kinds of Ancient Power although they are executed in exact same manners. The first one is Ancient Power countering high-punches. If it is executed properly, your opponent will be knocked out far to the corner, and Ogre1 will just stand there while pink-light is glowing around him. Ogre1 will be invulnerable during this time. The second one is Ancient Power countering high-kicks. There will be a very brief pink spark on Ogre's small shield and your opponent will be knock out to the corner. These two just look different while their usage is about the same. Fist Moves -- Flash Punch Combo; 1, 1, 2 ; (h, h, h) I do not know how Ogre managed to absorb this move since Kazuaya's body was burned in volcano long time ago. This move is extremely useful. Since it starts out as a standing punch, it is very fast with high priority. You can even delay the third hit allowing you to stop continuing the whole combo once you realize that it will be blocked. -- Demon Slayer; 1, 2, 2 ; (h, h, h) Less useful than flash combo since it does not knock out the opponent - you can not play Wake-Up games. Still, it can be used exactly as flash-punches, and it does more damage. -- Double Elbow; df+1, 2 ; (m, m) It is not really a useful move since it does lame damage and the first hit does not guarantee the second follow-up. However, df+2 alone has better use due to the fact it can actually be used as a poke which can juggle the opponent on counter-hit. You will need this for those too offensive ones. -- Slap; d, df, f+2 ; (m) One of the power moves which makes Ogre so fearful. The move itself has high-priority and causes a crazy damage, and will stun the opponent on counter-hit which will give you chance to end the match. However, it is VERY risky - opponent can do anything on you if it is blocked. To tell the truth, I rarely use this move. -- Gut Punch ; d, db, b+2 ; (m) Very reliable and worth doing move. It is originally from Kazuya Mishima which made him so strong back in Tekken2. Its use still lives - does decent damage, and will stun the opponent on counter hit which will practically end the match. Even if it is blocked, you will have plenty margin and time to dash back or do anything. Its actual command is WS, but Ogre usually throws out Slap move for some reason, and you don't want to do that because Slap has a lousy recovery time. d, db, b+2 will always execute Gut Punch. Just duck down, and when your opponent seems to make any hesitant move, "BOOM!!." Even if they block it, it is not gonna cost you anything. -- Power-Punch; f+2 ; (m) A typical punch which can be use to warn your opponent that you are always awake to fight without much risk by randomly throwing out during the match. It works well for Ogre. Ogre has too many good low attacks, thus opponent might tend to crouch down whenever Ogre moves as a pure reaction. Then, this move will punish them. It does good damage and will knock out the opponent. -- Deadly Spear ; f, f+2 ; (h) Deadly Spear is pretty deadly. It first hits high, then does an unblockable damage by penetrating through opponent's guard. It can be escaped if the first hit is blocked, by doing, u+(1+2) or dashing back. However, the timing is not that easy to learn. Especially, in serious matches, opponent will most likely to receive the damage standing there, caught by surprise. And ~60% combo can be followed. -- Medium Power Punch; f, f+(1+2) ; (m) I do not know why it is called "medium." It does more damage than normal power-punch. Anyway, one of Ogre's "must learn" moves. Not only it does serious damage, it hits prone opponent- strangely enough, it does more damage on prone opponent. You can link this moves from other simple moves to completely decide the match frequently. Of course, itself alone is not that useful, but you will find out why it is so good. -- Double Knuckle ; u, n, (1+2) ; (m) I do not use it that often. It is a little useful though in times where you are fighting against really offensive players. -- Shoulder Tackle; f+(1+4); (m) "I dare you!!" kind of move. It penetrates through opponent's guard if blocked, leaving your back turn on the opponent. Yet it is not bad it sounds. Opponent will be staggered severely; the worst can happen is that you will be poked by (d+1) which is quite affordable, considering its damaging capability. In conclusion, it is pretty powerful move, and can be randomly thrown out without much risk. -- Crouching Jab; d, DF+2; (l) The most useful fist move Ogre has. It is one of those sudden low-attack which surprises your opponent easily. After this, by doing Medium Power Punch right away, you can do at least ~50% up to 70% damage. Doesn't it sound too ridiculous and good to be true? Nevertheless, if it is blocked, you will be at the mercy of the opponent's hand. Still, it is impossible to see it coming since it is so fast, and will guarantee your victory most of the times. -- Groin Punch ; d, df, f+1 ; (m) Another version of slap. It is pretty good with better recovery time. You now know how deadly Crouching Jab is, and so will your opponent soon or later. They might attempt to anticipate Crouching Jab, then you can randomly throw out this Groin Punch. Kick Moves -- Demented Snake to Low/ Mid; (hold down briefly), 3, 3, (d+3)/3 ; (l, l, l/m) The first two kicks are pretty useful in a sense that they will most likely connect. However, I would not go for the third hit. Once the third hit is blocked, you will be vulnerable. However, when the match gets tense, this move pretty useful. -- Ground Level Ax Kick ; f, f, n, 4 ; (m) This catches opponent off guard once in a while, and hits the ground level. Still, I would not use it often since it does not really do any major damage. Why would I bother to use this, when there are so many better options unless you are toying your puny mortal opponent!! he he... -- Hunting Hawk; uf+ 3, 4, 3 ; (m, h, m) It inflicts pretty decent damage. However, if either of the first or second kick does not connect, third kick will not come out. However, it will stagger the opponent which will give you a margin to get closer. -- Left Split Kick; f, f+3 ; (m) A decent kick move with high priority although it is not one of my best choices due to the fact that I like to work on moves which rather hits than being blocked. -- Right Split Kick ; f+4 ; (m) Not really a recommended move since you will be mostly vulnerable if it is blocked from fast power moves, like a Phoenix Smasher. -- Tsunami Kick ; ws+4, 4 ; (m, m) Good double ax-kicks with high damage and priority. It is more powerful and reliable than Jin's one. However, I would rather go with Infinite-Kicks for more damage. -- Infinite Kicks ; ws+3, 3, d+3, 3, 3, 3, ...... ; (m, m, l, m, your choices) Ogre's best kick move which is one of the reasons that Ogre is nearly invincible. In case you do not know what infinite kick move is, it is infinite numbers of kicks !!(of course you can limit the numbers). The first 4 kicks are really useful- They will take out half of energy of your opponent once the first one connects, and mostly leaves you in safe state after you decided to stop doing it. -- Shin to Head Kicks ; d+4, 4 ; (l, h) One of the most practical kicks. The first low kick is usually impossible to see it coming, and it has the priority over most of other moves. And second kick will connect on counter-hit which happens rather often due to its highest priority-- use it as a poke. It does have some weaknesses though. Even if the first one connects, characters with attack-reversals will be able to reverse the following kick unless the first one was a counter. Thus, I would rather input, d+4, hold forward +(2+4), (2+4), as commands, so you can chicken out of it. Still, you ought to limit its use against other Ogre1, Heihachi, and King because "chicken" doesn't work on them. -- Blazing Kick ; d, DB+4 ; (m) It looks very entertaining once it connects. Usually, it will send your opponent far to the other corner of the screen. On counter hit, it will juggle. You also can use it to "chicken" on those whom just love to reverse. Still, you can see it coming out from miles away, and it will not really impose much threat as far as the game strategy goes. -- Exploder ; f, f+(1+2) ; (h) Once a while, it catches moving opponent. I do not use it at all because it will most likely to be blocked leaving you defenseless prone which isn't really Ogre's strong side. -- Hop kick ; u+4 ; (m) Well, although I do not use it often, it does juggle the opponent- following it with 4 will make a simple ~40% damage combo. -- Foot-Bazooka ; f, f+4 ; (m) Nice way to get close to the opponent to use Ogre's cheesy tactics. It will stagger the opponent, giving you a brief moment to crouch within the short range. Once Ogre has successfully crouched in short distance, he is sooooo dangerous!! -- Windmill to Tooth Fairy ; ub+3, 2 ; (m, m) It can be quite useful, if you proceed with ub+3 only. ub+3 is a good counter attack move just like Jun's. Or you can use it on offense as well. For some reasons the opponent tend to wait right after ub+3 is done - probably because CPU Ogre usually use the full sequence. There, you can do anything as a follow up. For example, you can throw out any fast unblockables after ub+3, or perform Crouch Jab Combo for easy 50% damage. -- Sliding ; f, f, n, (3+4) ; (l) Kindda cheesy to use, but very effective. Once they suffered from Ogre's cheesy tactics, they might tried to stay away a little. Then you can go for this move. Although it will not bring the chance to end the match or anything, it sure is annoying- psychologically harassing the opponent. Demon Scissors ; 4~3 ; (m) It is one of old kazuya attack which is usually used to hit prone opponent. It isn't really useful anymore because of tech-rolls. However, I use this to mess up those who like to use stances(Lei or Ling). It will mostly either hit them or mess up their stances. Unblockables -- Dragon Power Punch ; b, b+(1+2) Yeah, it kills the opponent instantly "If" it connects, which never occurs unless you are fighting against a brainless zombies. -- Bloody Scissors ; db+(1+2) It is about twice faster than Dragon Power Punch in execution, while doing about half of its damage. I would not really use it. -- Killing Blow ; b+(1+4) Cool looking unblockable borrowed from Bruce Ervin. It would be nice if I was ever be able to hit someone with this. -- Burning Double Knukles ; u, n, (1+2), d It catches the opponent once in a while who is rather inexperienced and freezes there, just observing jumping Ogre. Not really a reliable move, although it looks cool. -- Deadly Slice ; b+2 A very fast unblockable. It is deadly all right. It usually catches opponent for a reason- too fast and would not usually allow opponent to react to it. Here you can go on with cheesy ground tactics. -- Deadly Slash ; f, f, n, 2 Even more lethal move than above one since it is faster and has more range impacting more damage. D. Strategy Section My opinion could be biased, but I do believe that Ogre1 is capable of killing any character in Tekken3- i.e. Ogre1 is #1. You will not need any complicated strategies or juggles to win with Ogre1. Just playing simple will give the victory here, people!! All you need is one major Ogre1's Cheesy Mode to pull out during the match which is pretty easy to do. How hard can that be? -- Guide --- a. Important Combos - Basic suggestions There are plenty more you can find other than these. I decided not to put any hard ones, such as 100% combo that Jason Cole(I do not know the person, but heard of him) invented. Those major ones rather frustrate people when they just started learning Ogre since they are kindda difficult to do. 1. Crouching Jab, Medium Power Punch (50% up to ~70% damage) ---> A low attack, Inescapable Ground hitting attack. The damages vary depending on which part of your opponent's body gets hit by Medium Power Punch. 2. Deadly Spear ~ Medium Power Punch (about 60% damage) --> This one may take a little skill. You immediately have to follow Deadly Spear with Medium Power Punch - Even before opponent would hit the ground, you should be inputting f, f command. This one can not be escape.