Post by HaseoEX on Aug 5, 2013 5:01:43 GMT
Dissected - Ancient Ogre
Last Updated: Monday, February 11th, 2013
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Project Updated and Maintained by: xxTakeshi
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This guide is a compilation of all the user submitted combos, hints, tips, and tricks. All data has been researched or resourced by the credited user(s). None of this data is final, and is susceptible to change; be it due to error, update, or request. This is not an all inclusive/exclusive guide; feel free to give your inputs, suggestions, or feedback.
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Getting Started:
References:
***TEKKEN Notation - viewtopic.php?f=4&t=4275
Table of Contents
1.)……………………………. Brogre
2.)……………………………. Video References
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1.) Brogre
By: SQU1D
Author’s Opinion:
While I have heard conflicting opinions about where Brogre would fit on a tier list, I would say he's lower-mid tier. He borrows moves from other characters in the game, while having a few of his own specific moves. Some people do not like this about him but I think it's fine. He has a weak standard mix-up game but his WS and FC game is very strong. He's basically a character that you either love or don't care for at all. I, for one, have liked the character since Tag 1 and I knew I was going to main him when I heard that he was going to be in Tag 2.
1a.) Slight Overview
Staple Moves:
F+2
1,2
B+1,2 (punisher, 47 DMG)
2,2
F+3+4 (high crush)
D/B+2 (homing move, low)
3+4 (homing move, high)
U/F+1+2 (crushes low, damaging juggle starter)
D/F+3 (homing move, mid)
D+1+2/2,D+1+2
B,F+4
U/F+3,4,3+4 (excellent tag filler/ender)
D/B+3
WS2 (mid. causes inescapable stun on normal or counter hit. juggle starter)
D+3+4 (double mid can-can kicks. whiff punisher. juggle starter)
F+1+2 (high hit-throw that does 45 DMG. whiff punisher)
Launchers:
U/F+1+2
WS2
FC F+1
D+3+4
D+1+2
B+3,4
B,F+4 (safe)
CH 4
SS+2
D,D/B+4
D/B 2 on CH
*Note: If hit only by the second hit of U/B+3,4, it's a launcher.
He also has Baek's Snake Rocket, which will launch.
**Special Note: After any one of these launchers, incorporate 3,2,D+1~5 for your TA combos.
Guaranteed Follow Ups:
1. After Waning Moon (D/F, D/F+2+4), Capital Punishment (U/F+1+2)is guaranteed if executed within a certain window. It will miss if you do it too late.
2. FC F+2 is guaranteed after SS+4.
3. Heavy Power Punch (D/F+1+2) is guaranteed after D/F+3.
General:
D/F+3+4 is guaranteed after F,F,+4 IF they do not tech. D/F+3+4 is also a high crush. It also wall splats. However, it has extremely poor range. I've found the move to be useful. However, use it intelligently.
B+3,4 is very slow and might be thought to be useless but I've found it to be a decent tool and I'll explain why. I do the move to gauge the opponent's reaction. The second hit of the string, which is a launcher, can be easily blocked and punished or low parried. I'll throw it out there to see if they know this. If they don't, I'll abuse it and keep getting a combo from the second hit. If they do, I might throw it out there once more, to make them think I'm stupid. I'll take the punishment for it. Later, I'll replace the second hit with WS2. They'll duck, thinking they're getting another free punish and get nailed by WS2, which leads to big damage. With the fear of WS2 in their mind, they'll be unsure and then I can keep them on their toes by mixing up the two launchers. Both lead to big damage so they'll be worried about making the right choice.
After F+3+4, I tend to do F+4, which is safe. F+3+4 knocks down (FDFA) on counter hit.
I like to buffer Waning Moon behind 2,1. 2,1 is a double high tool that gives + frames on block. So, Waning Moon is a good follow up. If they catch on and start ducking, D+3+4 is a good answer.
Blazing Kick (D,D/B+4) is a well ranged tag/whiff punisher and juggle starter. When your opponent raw tags, throw the Blazing Kick and the incoming character will walk into it face first. It launches on both normal and counter hit.
WS 4,4 is great when you don't want to risk WS2, which is very launch punishable.
...to be continued.
2.) Video References
By: Various Users
2a.) TEKKEN TAG TOURNAMENT 2 - Ancient Ogre - Walk Thru - www.youtube.com/watch?v=pazdxZVJu58
By: LevelUpYourGame
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CREDITS
-SQU1D
-LevelUpYourGame Team
-Vvalo
-xxTakeshi creator of the dissections
----------------------------------------------------------
Thanks everyone for your help with this “guide”. I hope those of you reading this information find it helpful, and are able to improve your skills, or expand your knowledge. Keep an eye out for other editions of “Dissected”, to be compiled for all TEKKEN TAG TOURNEMENT 2 characters, with your help of course!
Have comments or concerns? Post them below.
-xxTakeshi
Top
Post a reply »
Last Updated: Monday, February 11th, 2013
----------------------------------------------------------
Project Updated and Maintained by: xxTakeshi
----------------------------------------------------------
This guide is a compilation of all the user submitted combos, hints, tips, and tricks. All data has been researched or resourced by the credited user(s). None of this data is final, and is susceptible to change; be it due to error, update, or request. This is not an all inclusive/exclusive guide; feel free to give your inputs, suggestions, or feedback.
----------------------------------------------------------
Getting Started:
References:
***TEKKEN Notation - viewtopic.php?f=4&t=4275
Table of Contents
1.)……………………………. Brogre
2.)……………………………. Video References
----------------------------------------------------------
1.) Brogre
By: SQU1D
Author’s Opinion:
While I have heard conflicting opinions about where Brogre would fit on a tier list, I would say he's lower-mid tier. He borrows moves from other characters in the game, while having a few of his own specific moves. Some people do not like this about him but I think it's fine. He has a weak standard mix-up game but his WS and FC game is very strong. He's basically a character that you either love or don't care for at all. I, for one, have liked the character since Tag 1 and I knew I was going to main him when I heard that he was going to be in Tag 2.
1a.) Slight Overview
Staple Moves:
F+2
1,2
B+1,2 (punisher, 47 DMG)
2,2
F+3+4 (high crush)
D/B+2 (homing move, low)
3+4 (homing move, high)
U/F+1+2 (crushes low, damaging juggle starter)
D/F+3 (homing move, mid)
D+1+2/2,D+1+2
B,F+4
U/F+3,4,3+4 (excellent tag filler/ender)
D/B+3
WS2 (mid. causes inescapable stun on normal or counter hit. juggle starter)
D+3+4 (double mid can-can kicks. whiff punisher. juggle starter)
F+1+2 (high hit-throw that does 45 DMG. whiff punisher)
Launchers:
U/F+1+2
WS2
FC F+1
D+3+4
D+1+2
B+3,4
B,F+4 (safe)
CH 4
SS+2
D,D/B+4
D/B 2 on CH
*Note: If hit only by the second hit of U/B+3,4, it's a launcher.
He also has Baek's Snake Rocket, which will launch.
**Special Note: After any one of these launchers, incorporate 3,2,D+1~5 for your TA combos.
Guaranteed Follow Ups:
1. After Waning Moon (D/F, D/F+2+4), Capital Punishment (U/F+1+2)is guaranteed if executed within a certain window. It will miss if you do it too late.
2. FC F+2 is guaranteed after SS+4.
3. Heavy Power Punch (D/F+1+2) is guaranteed after D/F+3.
General:
D/F+3+4 is guaranteed after F,F,+4 IF they do not tech. D/F+3+4 is also a high crush. It also wall splats. However, it has extremely poor range. I've found the move to be useful. However, use it intelligently.
B+3,4 is very slow and might be thought to be useless but I've found it to be a decent tool and I'll explain why. I do the move to gauge the opponent's reaction. The second hit of the string, which is a launcher, can be easily blocked and punished or low parried. I'll throw it out there to see if they know this. If they don't, I'll abuse it and keep getting a combo from the second hit. If they do, I might throw it out there once more, to make them think I'm stupid. I'll take the punishment for it. Later, I'll replace the second hit with WS2. They'll duck, thinking they're getting another free punish and get nailed by WS2, which leads to big damage. With the fear of WS2 in their mind, they'll be unsure and then I can keep them on their toes by mixing up the two launchers. Both lead to big damage so they'll be worried about making the right choice.
After F+3+4, I tend to do F+4, which is safe. F+3+4 knocks down (FDFA) on counter hit.
I like to buffer Waning Moon behind 2,1. 2,1 is a double high tool that gives + frames on block. So, Waning Moon is a good follow up. If they catch on and start ducking, D+3+4 is a good answer.
Blazing Kick (D,D/B+4) is a well ranged tag/whiff punisher and juggle starter. When your opponent raw tags, throw the Blazing Kick and the incoming character will walk into it face first. It launches on both normal and counter hit.
WS 4,4 is great when you don't want to risk WS2, which is very launch punishable.
...to be continued.
2.) Video References
By: Various Users
2a.) TEKKEN TAG TOURNAMENT 2 - Ancient Ogre - Walk Thru - www.youtube.com/watch?v=pazdxZVJu58
By: LevelUpYourGame
----------------------------------------------------------
CREDITS
-SQU1D
-LevelUpYourGame Team
-Vvalo
-xxTakeshi creator of the dissections
----------------------------------------------------------
Thanks everyone for your help with this “guide”. I hope those of you reading this information find it helpful, and are able to improve your skills, or expand your knowledge. Keep an eye out for other editions of “Dissected”, to be compiled for all TEKKEN TAG TOURNEMENT 2 characters, with your help of course!
Have comments or concerns? Post them below.
-xxTakeshi
Top
Post a reply »