RetroGamersGuru
Junior Slammer
Member of the Boots Army
Cus every character has boots!
Posts: 85
Main: Princess Fiona
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Post by RetroGamersGuru on Sept 18, 2016 12:58:18 GMT
Fiona Ogre doesn't get much love currently in the scene as of the making of this thread. So I've decided, since people question her ranking among the other characters, including me, that she needed some fleshing out of her meta. So what better way to start than to give potential new players an entry point to the character.
The way I see it, you need a decent understanding of a punish game to even go anywhere first as a new player. The neutral game is definitely important, but its concept and main points are harder to jump into for new players than it is to just practice combos.
As the thread is more fleshed out, I will use my second post for the sake of a compendium of her combos if the thread has more than just combo showcases.
To start off the thread's combos, I have recorded myself demonstrating a rather situational combo. It is not practical, but it is hilarious to think of landing against another player: Fiona Ogre's Special 0-Slam Juggle.
The combo needs to have all of the hits of the fully charged special land on the opponent in order to be able to have enough time to land enough anti-airs. Necessary inputs (for those who don't know): Hold B -> A+Y -> A+Y -> A+Y -> B (Slam, do not try to buffer)
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RetroGamersGuru
Junior Slammer
Member of the Boots Army
Cus every character has boots!
Posts: 85
Main: Princess Fiona
|
Post by RetroGamersGuru on Sept 18, 2016 12:58:45 GMT
Reserved for potential compendium.
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RetroGamersGuru
Junior Slammer
Member of the Boots Army
Cus every character has boots!
Posts: 85
Main: Princess Fiona
|
Post by RetroGamersGuru on Sept 23, 2016 2:13:21 GMT
The following combos can fill the entire Slam meter:
Full charge throw at wall -> AA (Anti-Air) x 2 -> High Wall Attack -> Aerial Grounded Grab Release -> Uncharged special x 2 -> AA x 2 -> High Wall Attack -> Aerial
Keep in mind that special has a last hit that knocks the opponent further up than otherwise such as shown in the previous combo's video demonstration above. This last hit can sometimes miss though which can make the combo inconsistent.
Also, the following is a potential infinite, but the inconsistency of the last hit leads to the combo being difficult to land.
Grab Release -> Repeated Uncharged Specials until Slam meter is full -> Slam
Edit:
I just found out this potential game changer for her. The reverse hit of her aerial can send the opponent towards her consistently. It also has high enough hitstun to true combo into grab, which opens up her combo game much more since she can reliably get a ground grab after hitting the opponent while in knockdown. Since her air grab sends opponents not that far away and can combo into an aerial, this means that an air grab can potentially lead to death, so her neutral is now more threatening than before. Not to mention, her grab release can combo into things like special, jabs, and anti-airs, so her combo options are now plentiful.
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