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.