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Line 81: | Line 81: | ||
| input = 5LP / Far LP | | input = 5LP / Far LP | ||
| subtitle = Far Light Punch | | subtitle = Far Light Punch | ||
| image = | | image = CVS2_Rugal_5LP.png | ||
| caption = | | caption = | ||
| linkname = 5LP | | linkname = 5LP | ||
Line 88: | Line 88: | ||
| version = Far {{Icon-Capcom|LP}} | | version = Far {{Icon-Capcom|LP}} | ||
| subtitle = | | subtitle = | ||
| damage = | | damage = 500 | ||
| stun = | | stun = 5 | ||
| cancel = | | cancel = SP/SU | ||
| guard = | | guard = Mid | ||
| parry = | | parry = High | ||
| startup = | | startup = 4 | ||
| active = | | active = 6 | ||
| recovery = | | recovery = 7 | ||
| total = | | total = 17 | ||
| advHit = | | advHit = +5 | ||
| advBlock = | | advBlock = +5 | ||
| invul = - | | invul = - | ||
| description = | | description = | ||
A quick stab. | |||
* Has a lot of disjoint, can check things with a leading hitbox like Blanka Ball. | |||
* Mainly used as a quick button check, but does not pose too much reward on hit. | |||
* Has a slow 4-frame startup, and can be ducked by most characters. | |||
}} | }} | ||
}} | }} | ||
Line 109: | Line 113: | ||
| input = 5MP / Far MP | | input = 5MP / Far MP | ||
| subtitle = Far Medium Punch | | subtitle = Far Medium Punch | ||
| image = | | image = CVS2_Rugal_5MP.png | ||
| caption = | | caption = | ||
| linkname = 5MP | | linkname = 5MP | ||
Line 116: | Line 120: | ||
| version = Far {{Icon-Capcom|MP}} | | version = Far {{Icon-Capcom|MP}} | ||
| subtitle = | | subtitle = | ||
| damage = | | damage = 1100 | ||
| stun = | | stun = 11 | ||
| cancel = | | cancel = SU | ||
| guard = | | guard = Mid | ||
| parry = | | parry = High | ||
| startup = | | startup = 5 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 24 | ||
| total = | | total = 33 | ||
| advHit = - | | advHit = -8 | ||
| advBlock = - | | advBlock = -8 | ||
| invul = - | | invul = - | ||
| description = | | description = | ||
An upward swing. | |||
* One of Rugal's many anti-airs. Hits really high and close and has great priority. | |||
* Very fast startup, but lengthy recovery. Make sure it does not whiff. | |||
* Best used against jumps that land fairly close to Rugal at around a 60° angle. | |||
}} | }} | ||
}} | }} | ||
Line 137: | Line 145: | ||
| input = 5HP / Far HP | | input = 5HP / Far HP | ||
| subtitle = Far Heavy Punch | | subtitle = Far Heavy Punch | ||
| image = | | image = CVS2_Rugal_5HP.png | ||
| caption = | | caption = | ||
| linkname = 5HP | | linkname = 5HP | ||
Line 144: | Line 152: | ||
| version = Far {{Icon-Capcom|HP}} | | version = Far {{Icon-Capcom|HP}} | ||
| subtitle = | | subtitle = | ||
| damage = | | damage = 1100 | ||
| stun = | | stun = 11 | ||
| cancel = | | cancel = None | ||
| guard = | | guard = Mid | ||
| parry = | | parry = High | ||
| startup = | | startup = 10 | ||
| active = | | active = 6 | ||
| recovery = | | recovery = 30 | ||
| total = | | total = 46 | ||
| advHit = - | | advHit = -12 | ||
| advBlock = - | | advBlock = -12 | ||
| invul = - | | invul = - | ||
| description = | | description = | ||
An big haymaker swing. | |||
* Though this normal has large range, it is not rewarding on hit due to the oddly low 1100 damage. | |||
* Usually used as a blockstring ender, since it deals good guard damage and somewhat safe when spaced. | |||
* -12 and a 30f recovery usually means that this move will get punished if not spaced or if it does not connect. | |||
}} | }} | ||
}} | }} | ||
Line 165: | Line 177: | ||
| input = 5LK / Far LK | | input = 5LK / Far LK | ||
| subtitle = Far Light Kick | | subtitle = Far Light Kick | ||
| image = | | image = CVS2_Rugal_5LK.png | ||
| caption = | | caption = | ||
| linkname = 5LK | | linkname = 5LK | ||
Line 172: | Line 184: | ||
| version = Far {{Icon-Capcom|LK}} | | version = Far {{Icon-Capcom|LK}} | ||
| subtitle = | | subtitle = | ||
| damage = | | damage = 500 | ||
| stun = | | stun = 5 | ||
| cancel = | | cancel = SU | ||
| guard = | | guard = Mid | ||
| parry = | | parry = Low | ||
| startup = | | startup = 4 | ||
| active = | | active = 6 | ||
| recovery = | | recovery = 9 | ||
| total = | | total = 19 | ||
| advHit = | | advHit = +2 | ||
| advBlock = | | advBlock = +2 | ||
| invul = - | | invul = - | ||
| description = | | description = | ||
A quick downward toe tap. | |||
* Small disjoint, but useable. It works as a decent poke. | |||
* Fast, and plus. Can also be applied to pressure. | |||
* Range is small. | |||
}} | }} | ||
}} | }} | ||
Line 193: | Line 209: | ||
| input = 5MK / Far MK | | input = 5MK / Far MK | ||
| subtitle = Far Medium Kick | | subtitle = Far Medium Kick | ||
| image = | | image = CVS2_Rugal_5MK.png | ||
| caption = | | caption = | ||
| linkname = 5MK | | linkname = 5MK | ||
Line 200: | Line 216: | ||
| version = Far {{Icon-Capcom|MK}} | | version = Far {{Icon-Capcom|MK}} | ||
| subtitle = | | subtitle = | ||
| damage = | | damage = 1100 | ||
| stun = | | stun = 11 | ||
| cancel = | | cancel = SU | ||
| guard = | | guard = Mid | ||
| parry = | | parry = Mid | ||
| startup = | | startup = 5 | ||
| active = | | active = 5 | ||
| recovery = | | recovery = 27 | ||
| total = | | total = 37 | ||
| advHit = - | | advHit = -10 | ||
| advBlock = - | | advBlock = -10 | ||
| invul = - | | invul = - | ||
| description = | | description = | ||
A low leg swipe. | |||
* Similarly to Iori's 5MK in motion, it has decent priority and range. | |||
* Can work as a whiff punish into super, however it can whiff at max range. | |||
}} | }} | ||
}} | }} | ||
Line 221: | Line 240: | ||
| input = 5HK / Far HK | | input = 5HK / Far HK | ||
| subtitle = Far Heavy Kick | | subtitle = Far Heavy Kick | ||
| image = | | image = CVS2_Rugal_5HK.png | ||
| caption = | | caption = | ||
| linkname = 5HK | | linkname = 5HK | ||
Line 228: | Line 247: | ||
| version = Far {{Icon-Capcom|HK}} | | version = Far {{Icon-Capcom|HK}} | ||
| subtitle = | | subtitle = | ||
| damage = | | damage = 1500,1300 | ||
| stun = | | stun = 15,13 | ||
| cancel = | | cancel = None | ||
| guard = | | guard = Mid | ||
| parry = | | parry = High | ||
| startup = | | startup = 10 | ||
| active = | | active = 8 | ||
| recovery = | | recovery = 24 | ||
| total = | | total = 42 | ||
| advHit = - | | advHit = -8 | ||
| advBlock = - | | advBlock = -8 | ||
| invul = - | | invul = - | ||
| description = | | description = | ||
A big roundhouse kick. | |||
* Another Rugal anti-air. This one works the same way as a lot of other normals with the same motion (Shoto 5HK, Rock 5HK, Nakoruru 5HK, etc.) | |||
* Best used against jumps at a 45° angle, can be beaten by quick shorthops but the priority will usually win in most air-to-ground interactions. | |||
}} | }} | ||
}} | }} | ||
=== Close Standing Normals === | === Close Standing Normals === | ||
=== <span class="invisible-header">clHP</span> === | === <span class="invisible-header">clHP</span> === | ||
Line 306: | Line 273: | ||
| input = cl.HP | | input = cl.HP | ||
| subtitle = Close Heavy Punch | | subtitle = Close Heavy Punch | ||
| image = | | image = CVS2_Rugal_clHP.png | ||
| caption = | | caption = | ||
| linkname = cl.HP | | linkname = cl.HP | ||
Line 313: | Line 280: | ||
| version = Close {{Icon-Capcom|HP}} | | version = Close {{Icon-Capcom|HP}} | ||
| subtitle = | | subtitle = | ||
| damage = | | damage = 1300 | ||
| stun = | | stun = 13 | ||
| cancel = | | cancel = SP/SU | ||
| guard = | | guard = Mid | ||
| parry = | | parry = High | ||
| startup = | | startup = 4 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 34 | ||
| total = | | total = 38 | ||
| advHit = - | | advHit = -14 | ||
| advBlock = - | | advBlock = -14 | ||
| invul = - | | invul = - | ||
| description = | | description = | ||
A backhand punch. | |||
* One of Rugal's primary confirms into HP God Press. | |||
* Links into this button are 1f, so it is usually not done in combos. As well it can fall out of proximity range quite easily. | |||
* Gives Rugal decent reward on hit without meter, but is very unsafe if not canceled into anything. | |||
}} | }} | ||
}} | }} | ||
Line 334: | Line 305: | ||
| input = cl.LK | | input = cl.LK | ||
| subtitle = Close Light Kick | | subtitle = Close Light Kick | ||
| image = | | image = CVS2_Rugal_clLK.png | ||
| caption = | | caption = | ||
| linkname = cl.LK | | linkname = cl.LK | ||
Line 341: | Line 312: | ||
| version = Close {{Icon-Capcom|LK}} | | version = Close {{Icon-Capcom|LK}} | ||
| subtitle = | | subtitle = | ||
| damage = | | damage = 600 | ||
| stun = | | stun = 6 | ||
| cancel = | | cancel = SP/SU | ||
| guard = | | guard = Mid | ||
| parry = | | parry = Mid | ||
| startup = | | startup = 4 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 9 | ||
| total = | | total = 17 | ||
| advHit = | | advHit = +2 | ||
| advBlock = | | advBlock = +2 | ||
| invul = - | | invul = - | ||
| description = | | description = | ||
A quick knee. | |||
* Deals 100 more damage than far LK, but that is usually negligible in combos. | |||
* Usually used as blockstirng filler for offense. | |||
}} | }} | ||
}} | }} | ||
Line 362: | Line 336: | ||
| input = cl.MK | | input = cl.MK | ||
| subtitle = Close Medium Kick | | subtitle = Close Medium Kick | ||
| image = | | image = CVS2_Rugal_clLK.png | ||
| caption = | | caption = | ||
| linkname = cl.MK | | linkname = cl.MK | ||
Line 369: | Line 343: | ||
| version = Close {{Icon-Capcom|MK}} | | version = Close {{Icon-Capcom|MK}} | ||
| subtitle = | | subtitle = | ||
| damage = | | damage = 1200 | ||
| stun = | | stun = 12 | ||
| cancel = | | cancel = SP/SU | ||
| guard = | | guard = Mid | ||
| parry = | | parry = Mid | ||
| startup = | | startup = 4 | ||
| active = | | active = 11 | ||
| recovery = | | recovery = 11 | ||
| total = | | total = 26 | ||
| advHit = | | advHit = 0 | ||
| advBlock = | | advBlock = 0 | ||
| invul = - | | invul = - | ||
| description = | | description = | ||
A slower knee. | |||
* Decent damage, but fairly short proxy range. Can work in combos from deep jump-ins. | |||
* Usually used as a meaty normal. 11 active frames as a ton, and that can make 0 on block into something like +4 if done right, which can create a strong blockstring. | |||
}} | }} | ||
}} | }} | ||
Line 390: | Line 367: | ||
| input = cl.HK | | input = cl.HK | ||
| subtitle = Close Heavy Kick | | subtitle = Close Heavy Kick | ||
| image = | | image = CVS2_Rugal_clHK1.png | ||
| caption = | | caption = 1st Hit | ||
| image2 = CVS2_Rugal_clHK2.png | |||
| caption2 = 2nd Hit | |||
| linkname = cl.MK | | linkname = cl.MK | ||
| data = | | data = | ||
Line 397: | Line 376: | ||
| version = Close {{Icon-Capcom|HK}} | | version = Close {{Icon-Capcom|HK}} | ||
| subtitle = | | subtitle = | ||
| damage = | | damage = 1300,1100 | ||
| stun = | | stun = 13,11 | ||
| cancel = | | cancel = SP/SU | ||
| guard = | | guard = Mid | ||
| parry = | | parry = High | ||
| startup = | | startup = 4 | ||
| active = | | active = 7 | ||
| recovery = | | recovery = 25 | ||
| total = | | total = 36 | ||
| advHit = - | | advHit = -10 | ||
| advBlock = - | | advBlock = -10 | ||
| invul = - | | invul = - | ||
| description = | | description = | ||
A weird upward kick. | |||
* Confirms into HP God Press reliably. It is usually used over cl.HP due to it being -10 compared to cl.HP being -14. | |||
* Also one of Rugal's anti-airs. This one is best used as an anti-crossup (the opponent is right above you), and also works against shorthops that are right in Rugal's face. | |||
}} | }} | ||
}} | }} | ||
Line 419: | Line 401: | ||
| input = 2LP / cr.LP | | input = 2LP / cr.LP | ||
| subtitle = Crouching Light Punch | | subtitle = Crouching Light Punch | ||
| image = | | image = CVS2_Rugal_2LP.png | ||
| caption = | | caption = | ||
| linkname = 2LP | | linkname = 2LP | ||
Line 426: | Line 408: | ||
| version = {{Motion|d}}+{{Icon-Capcom|LP}} | | version = {{Motion|d}}+{{Icon-Capcom|LP}} | ||
| subtitle = | | subtitle = | ||
| damage = | | damage = 400 | ||
| stun = | | stun = 4 | ||
| cancel = | | cancel = SP/SU | ||
| guard = | | guard = Mid | ||
| parry = | | parry = Low | ||
| startup = | | startup = 4 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 6 | ||
| total = | | total = 16 | ||
| advHit = | | advHit = +5 | ||
| advBlock = | | advBlock = +5 | ||
| invul = - | | invul = - | ||
| description = | | description = | ||
A quick low jab. | |||
* 5LP but lower to the ground and no disjoint. | |||
* It is a decent blockstring/pressure tool, but still retains the 4f startup, which is lackluster for a low jab. 2LK is generally used on hit. | |||
}} | }} | ||
}} | }} | ||
Line 447: | Line 432: | ||
| input = 2MP / cr.MP | | input = 2MP / cr.MP | ||
| subtitle = Crouching Medium Punch | | subtitle = Crouching Medium Punch | ||
| image = | | image = CVS2_Rugal_2MP.png | ||
| caption = | | caption = | ||
| linkname = 2MP | | linkname = 2MP | ||
Line 454: | Line 439: | ||
| version = {{Motion|d}}+{{Icon-Capcom|MP}} | | version = {{Motion|d}}+{{Icon-Capcom|MP}} | ||
| subtitle = | | subtitle = | ||
| damage = | | damage = 1000 | ||
| stun = | | stun = 10 | ||
| cancel = | | cancel = SP/SU | ||
| guard = | | guard = Mid | ||
| parry = | | parry = Low | ||
| startup = | | startup = 4 | ||
| active = | | active = 3 | ||
| recovery = | | recovery = 18 | ||
| total = | | total = 25 | ||
| advHit = - | | advHit = -1 | ||
| advBlock = - | | advBlock = -1 | ||
| invul = - | | invul = - | ||
| description = | | description = | ||
A low backhand punch. | |||
* A decent counterpoke with good disjoint and great priority, but low range. | |||
* One of Rugal's weirder anti-airs. It beats out a ton of jump-ins if done early, which makes it a useful anti-air, but it is strict in terms of timing. | |||
* In terms of anti-airing, it is best used against jumps that land right in front or on top of Rugal, but the move must be done slightly early to make sure the active frames are already out as the opponent falls on Rugal. | |||
}} | }} | ||
}} | }} | ||
Line 475: | Line 464: | ||
| input = 2HP / cr.HP | | input = 2HP / cr.HP | ||
| subtitle = Crouching Heavy Punch | | subtitle = Crouching Heavy Punch | ||
| image = | | image = CVS2_Rugal_2HP1.png | ||
| caption = | | caption = First Hit | ||
| image2 = CVS2_Rugal_2HP2.png | |||
| caption2 = 2nd Hit | |||
| linkname = 2HP | | linkname = 2HP | ||
| data = | | data = | ||
Line 482: | Line 473: | ||
| version = {{Motion|d}}+{{Icon-Capcom|HP}} | | version = {{Motion|d}}+{{Icon-Capcom|HP}} | ||
| subtitle = | | subtitle = | ||
| damage = | | damage = 400+1200 | ||
| stun = | | stun = 4+12 | ||
| cancel = | | cancel = None | ||
| guard = | | guard = Mid | ||
| parry = | | parry = Mid | ||
| startup = | | startup = 8 | ||
| active = | | active = 2+7 | ||
| recovery = | | recovery = 27 | ||
| total = | | total = 16 | ||
| advHit = - | | advHit = -10 | ||
| advBlock = - | | advBlock = -10 | ||
| invul = - | | invul = - | ||
| description = | | description = | ||
A slow outward stab. | |||
* Rugal's longest ranged poke. Works extremely well due to it's range. Use it as a poke in neutral and a counterpoke against slower buttons. | |||
* The second hitbox is duckable by the following characters: Rock, Hibiki, Nakoruru, Chun-Li, Mai, Sakura, Kim, Yuri, Vice, Athena, Maki, and Iori. Be weary of this as you use this in neutral, since it has a long recovery and can get punished up close. | |||
* Also one of Rugal's anti-airs. It is best used against jumps that land further out from Rugal, not exactly too close to him. | |||
}} | }} | ||
}} | }} | ||
Line 503: | Line 498: | ||
| input = 2LK / cr.LK | | input = 2LK / cr.LK | ||
| subtitle = Crouching Light Kick | | subtitle = Crouching Light Kick | ||
| image = | | image = CVS2_Rugal_2LK.png | ||
| caption = | | caption = | ||
| linkname = 2LK | | linkname = 2LK | ||
Line 510: | Line 505: | ||
| version = {{Motion|d}}+{{Icon-Capcom|LK}} | | version = {{Motion|d}}+{{Icon-Capcom|LK}} | ||
| subtitle = | | subtitle = | ||
| damage = | | damage = 300 | ||
| stun = | | stun = 3 | ||
| cancel = | | cancel = RF/SP/SU | ||
| guard = | | guard = Low | ||
| parry = | | parry = Low | ||
| startup = | | startup = 3 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 9 | ||
| total = | | total = 15 | ||
| advHit = | | advHit = +2 | ||
| advBlock = | | advBlock = +2 | ||
| invul = - | | invul = - | ||
| description = | | description = | ||
A quick toe tap. | |||
* Rugal's go-to pressure and anti-pressure option. It's quick, and gets the job done in most up-close situations. | |||
* Generally the main confirm option for Rugal's combos, meterless and metered. | |||
* Combos into Genocide Cutter and Gigantic Pressure, but more than two of them will cause both to fall out. You can do three 2LKs into a level 3 Gigantic Pressure and that will land just fine, but that is the extent of what 2LK can reliably combo into. | |||
}} | }} | ||
}} | }} | ||
Line 531: | Line 530: | ||
| input = 2MK / cr.MK | | input = 2MK / cr.MK | ||
| subtitle = Crouching Medium Kick | | subtitle = Crouching Medium Kick | ||
| image = | | image = CVS2_Rugal_2MK.png | ||
| caption = | | caption = | ||
| linkname = 2MK | | linkname = 2MK | ||
Line 538: | Line 537: | ||
| version = {{Motion|d}}+{{Icon-Capcom|MK}} | | version = {{Motion|d}}+{{Icon-Capcom|MK}} | ||
| subtitle = | | subtitle = | ||
| damage = | | damage = 1000 | ||
| stun = | | stun = 10 | ||
| cancel = | | cancel = SP/SU | ||
| guard = | | guard = Low | ||
| parry = | | parry = Low | ||
| startup = | | startup = 5 | ||
| active = | | active = 7 | ||
| recovery = | | recovery = 19 | ||
| total = | | total = 31 | ||
| advHit = - | | advHit = -4 | ||
| advBlock = - | | advBlock = -4 | ||
| invul = - | | invul = - | ||
| description = | | description = | ||
A low outward kick. | |||
* A redundant move in Rugal's arsenal. It does a decent amount of things but is outclassed by other normals. | |||
* It is slow and is -4, so it is rarely used in neutral or up close. Even with a special cancel, it is rather weak. | |||
}} | }} | ||
}} | }} | ||
Line 559: | Line 561: | ||
| input = 2HK / cr.HK | | input = 2HK / cr.HK | ||
| subtitle = Crouching Heavy Kick | | subtitle = Crouching Heavy Kick | ||
| image = | | image = CVS2_Rugal_2HK.png | ||
| caption = | | caption = | ||
| linkname = 2HK | | linkname = 2HK | ||
Line 566: | Line 568: | ||
| version = {{Motion|d}}+{{Icon-Capcom|HK}} | | version = {{Motion|d}}+{{Icon-Capcom|HK}} | ||
| subtitle = | | subtitle = | ||
| damage = | | damage = 1500 | ||
| stun = | | stun = 15 | ||
| cancel = | | cancel = SP/SU | ||
| guard = | | guard = Low | ||
| parry = | | parry = Low | ||
| startup = | | startup = 6 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 29 | ||
| total = | | total = 39 | ||
| advHit = | | advHit = KND | ||
| advBlock = | | advBlock = -9 | ||
| invul = | | invul = - | ||
| description = | | description = | ||
A hard low-hitting outward kick. | |||
* One of the best sweeps in the game, with a very fast 6-frame startup and both a special and super cancel. | |||
* With spacing, -9 will not be as bad as one would think, but this button is usually canceled into a Reppuken. However, if the opponent has a level 3, this is not recommended since they can blow through the fireball. This applies with supers like Ranbus, Direct Lightning, Shine Knuckle, Buster Wolf, even Rugal's Gigantic Pressure can go through as well. Be a lot more conscious when using this move if the opponent has meter. | |||
* Great counterpoke and deals a very high 1500 damage, which makes the reward decent for landing it. | |||
}} | }} | ||
}} | }} | ||
Line 588: | Line 594: | ||
| input = j.LP | | input = j.LP | ||
| subtitle = Jumping Light Punch | | subtitle = Jumping Light Punch | ||
| image = | | image = CVS2_Rugal_jLP.png | ||
| caption = | | caption = | ||
| linkname = j.LP | | linkname = j.LP | ||
Line 595: | Line 601: | ||
| version = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|LP}} | | version = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|LP}} | ||
| subtitle = | | subtitle = | ||
| damage = | | damage = 600 | ||
| stun = | | stun = 6 | ||
| cancel = | | cancel = SP | ||
| guard = | | guard = High | ||
| parry = | | parry = High | ||
| startup = | | startup = 4 | ||
| active = | | active = 22 | ||
| recovery = - | | recovery = - | ||
| total = | | total = 26 | ||
| advHit = - | | advHit = - | ||
| advBlock = - | | advBlock = - | ||
| invul = - | | invul = - | ||
| description = | | description = | ||
A flying elbow. | |||
* Usually used as an early air-to-air. Besides that, it does not do much. | |||
}} | }} | ||
}} | }} | ||
Line 616: | Line 624: | ||
| input = j.MP | | input = j.MP | ||
| subtitle = Jumping Medium Punch | | subtitle = Jumping Medium Punch | ||
| image = | | image = CVS2_Rugal_jMP.png | ||
| caption = | | caption = | ||
| linkname = j.MP | | linkname = j.MP | ||
Line 623: | Line 631: | ||
| version = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|MP}} | | version = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|MP}} | ||
| subtitle = | | subtitle = | ||
| damage = | | damage = 1100 | ||
| stun = | | stun = 11 | ||
| cancel = | | cancel = None | ||
| guard = | | guard = High | ||
| parry = | | parry = High | ||
| startup = | | startup = 7 | ||
| active = | | active = 7 | ||
| recovery = - | | recovery = - | ||
| total = | | total = 14 | ||
| advHit = - | | advHit = - | ||
| advBlock = - | | advBlock = - | ||
| invul = - | | invul = - | ||
| description = | | description = | ||
An aerial outward punch. | |||
* Also used as an air-to-air. It hits at a straight 180° angle, so it cannot do much else besides that. Decent priority. | |||
}} | }} | ||
}} | }} | ||
Line 644: | Line 654: | ||
| input = j.HP | | input = j.HP | ||
| subtitle = Jumping Heavy Punch | | subtitle = Jumping Heavy Punch | ||
| image = | | image = CVS2_Rugal_jHP.png | ||
| caption = | | caption = | ||
| linkname = j.HP | | linkname = j.HP | ||
Line 651: | Line 661: | ||
| version = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|HP}} | | version = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|HP}} | ||
| subtitle = | | subtitle = | ||
| damage = | | damage = 1400 | ||
| stun = | | stun = 14 | ||
| cancel = | | cancel = None | ||
| guard = | | guard = High | ||
| parry = | | parry = High | ||
| startup = | | startup = 5 | ||
| active = | | active = 6 | ||
| recovery = - | | recovery = - | ||
| total = | | total = 14 | ||
| advHit = - | | advHit = - | ||
| advBlock = - | | advBlock = - | ||
| invul = - | | invul = - | ||
| description = | | description = | ||
An aerial downward punch. | |||
* Doubles as both an air-to-air due to its high priority and a jump-in due to the angle it hits at. | |||
* Has a fast startup, but extremely low active frames for a jump normal at 6, so it has to be timed right so it does not whiff. | |||
}} | }} | ||
}} | }} | ||
Line 672: | Line 685: | ||
| input = j.LK | | input = j.LK | ||
| subtitle = Jumping Light Kick | | subtitle = Jumping Light Kick | ||
| image = | | image = CVS2_Rugal_jLK.png | ||
| caption = | | caption = | ||
| linkname = j.LK | | linkname = j.LK | ||
Line 679: | Line 692: | ||
| version = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|LK}} | | version = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|LK}} | ||
| subtitle = | | subtitle = | ||
| damage = | | damage = 600 | ||
| stun = | | stun = 6 | ||
| cancel = | | cancel = SP | ||
| guard = | | guard = High | ||
| parry = | | parry = High | ||
| startup = | | startup = 4 | ||
| active = | | active = 22 | ||
| recovery = - | | recovery = - | ||
| total = | | total = 26 | ||
| advHit = - | | advHit = - | ||
| advBlock = - | | advBlock = - | ||
| invul = - | | invul = - | ||
| description = | | description = | ||
An aerial knee. | |||
* Can work as a meaty jump in but is usually used as an air-to-air in a similar vein to j.LP. | |||
}} | }} | ||
}} | }} | ||
Line 700: | Line 715: | ||
| input = j.MK | | input = j.MK | ||
| subtitle = Jumping Medium Kick | | subtitle = Jumping Medium Kick | ||
| image = | | image = CVS2_Rugal_jMK.png | ||
| caption = | | caption = | ||
| linkname = j.MK | | linkname = j.MK | ||
Line 707: | Line 722: | ||
| version = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|MK}} | | version = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|MK}} | ||
| subtitle = | | subtitle = | ||
| damage = | | damage = 1000 | ||
| stun = | | stun = 10 | ||
| cancel = | | cancel = None | ||
| guard = | | guard = High | ||
| parry = | | parry = High | ||
| startup = | | startup = 7 | ||
| active = | | active = 7 | ||
| recovery = - | | recovery = - | ||
| total = | | total = 14 | ||
| advHit = - | | advHit = - | ||
| advBlock = - | | advBlock = - | ||
| invul = - | | invul = - | ||
| description = | | description = | ||
An aerial outward kick. | |||
* Rugal's cross-up. It has decent range, so it can work as both an air-to-air and jump-in. | |||
* Has slower startup and low active frames so timing is also necessary. | |||
}} | }} | ||
}} | }} | ||
Line 728: | Line 746: | ||
| input = j.HK | | input = j.HK | ||
| subtitle = Jumping Heavy Kick | | subtitle = Jumping Heavy Kick | ||
| image = | | image = CVS2_Rugal_jHK.png | ||
| caption = | | caption = | ||
| linkname = j.HK | | linkname = j.HK | ||
Line 735: | Line 753: | ||
| version = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|HK}} | | version = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|HK}} | ||
| subtitle = | | subtitle = | ||
| damage = | | damage = 1500 | ||
| stun = | | stun = 15 | ||
| cancel = | | cancel = None | ||
| guard = | | guard = High | ||
| parry = | | parry = High | ||
| startup = | | startup = 10 | ||
| active = | | active = 12 | ||
| recovery = - | | recovery = - | ||
| total = | | total = 22 | ||
| advHit = - | | advHit = - | ||
| advBlock = - | | advBlock = - | ||
| invul = - | | invul = - | ||
| description = | | description = | ||
A double downward kick. | |||
* While being a dope ass looking normal, it is also useful in Rugal's kit. | |||
* It really shines as a shorthop normal. Though 10f startup is lengthy, if done early in the jump it works as a great poke and overhead. | |||
* Deals a big 1500 damage, which is great for jump-in purposes. | |||
}} | }} | ||
}} | }} | ||
== Throws == | == Throws == | ||
=== <span class="invisible-header"> | === <span class="invisible-header">Scorpion Deathlock</span> === | ||
{{MoveData | {{MoveData | ||
| name = | | name = Scorpion Deathlock | ||
| input = Near Opponent, 4/6HP | | input = Near Opponent, 4/6HP | ||
| subtitle = Punch Throw | | subtitle = Punch Throw | ||
| image = | | image = CVS2_Rugal_Pthrow.png | ||
| caption = | | caption = | ||
| linkname = | | linkname = Scorpion Deathlock | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = Close {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HP}} | | version = Close {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HP}} | ||
| subtitle = | | subtitle = | ||
| damage = | | damage = 2000 | ||
| stun = - | | stun = - | ||
| cancel = - | | cancel = - | ||
| guard = - | | guard = - | ||
| parry = - | | parry = - | ||
| startup = | | startup = 3 | ||
| active = | | active = 1 | ||
| recovery = | | recovery = 13 | ||
| total = | | total = 17 | ||
| advHit = - | | advHit = - | ||
| advBlock = - | | advBlock = - | ||
| invul = - | | invul = - | ||
| description = | | description = | ||
* Has average range at 52px. | |||
* Usually Rugal's preferred throw due to better corner oki. | |||
}} | }} | ||
}} | }} | ||
=== <span class="invisible-header"> | === <span class="invisible-header">Hip Toss</span> === | ||
{{MoveData | {{MoveData | ||
| name = | | name = Hip Toss | ||
| input = Near Opponent, 4/6HK | | input = Near Opponent, 4/6HK | ||
| subtitle = Kick Throw | | subtitle = Kick Throw | ||
| image = | | image = CVS2_Rugal_Kthrow.png | ||
| caption = | | caption = | ||
| linkname = | | linkname = Hip Toss | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = Close {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HK}} | | version = Close {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HK}} | ||
| subtitle = | | subtitle = | ||
| damage = | | damage = 2100 | ||
| stun = - | | stun = - | ||
| cancel = - | | cancel = - | ||
| guard = - | | guard = - | ||
| parry = - | | parry = - | ||
| startup = | | startup = 5 | ||
| active = | | active = 1 | ||
| recovery = | | recovery = 13 | ||
| total = | | total = 17 | ||
| advHit = - | | advHit = - | ||
| advBlock = - | | advBlock = - | ||
| invul = - | | invul = - | ||
| description = | | description = | ||
* Has average range at 52px. | |||
* Can be used over punch throw midscreen. | |||
}} | }} | ||
}} | }} |
Revision as of 07:48, 1 January 2023
Introduction
Story
Rugal Bernstein is the big baddie of the early King of Fighter's games. He is a feared man by criminals and governments, and a highly influential arms dealer operating off his aircraft carrier, The Black Noah. Rugal was infamous for violence, and would often kill his victims in gruesome ways. Not only that, but Rugal would preserve their corpses in liquid metal, creating statues of their bodies to line his rooms. At about 25, Rugal would come to fight an 18 year old Goenitz, one of the Four Heavenly Kings of Orochi. Goenitz took out his eye in one shot. As a reward for Rugal surviving the blow, Goenitz gifted him with the power of Orochi, further fueling his immense strength. Rugal would have the eye replaced with a bionic one afterwards.
Eventually, Rugal would recruit two personal assistants, Mature and Vice. Unbeknownst to him, these two were actually part of the Orochi clan, sent by Goenitz to see if Rugal would be a fitting host for Orochi. Soon after this, greedy for more trophies, Rugal would host his own King of Fighters tournaments. In order to maximize how many corpses he would add to his collection however, fighters would be in a team of 3, with each battle being a 3v3. Saisyu Kusanagi, the head of the Kusanagi clan, would go and confront Rugal. Saisyu would be defeated, but Rugal wasn't impressed with him, leaving him instead to be a final fighter to the winning team. Saisyu's son, Kyo Kusanagi, and his friends Goro Daimon and Benimaru Nikaido would win the tournament. After safely defeating Saisyu, they would face Rugal, and bring his reign of terror to an end... for now.
Gameplay
Rugal is essentially a weaker Sagat. He uses a lot of buttons in neutral, and does not have strong meterless combos, but can really deal huge damage with meter. He has a few unique tools at his disposal as well, although they are situational. Rugal has some of the best damage output in the game in general thanks to his Gigantic Pressure super, and it's ability to juggle into his Genocide Heaven super. His Dark Smash divekick can work for some decent offense, and it can eat most normal anti-airs, however it can be swatted away if used predictably. His normals are also good in the damage department and has a ton of anti-airs, however they have very specific ranges where they can and cannot work at.
That said, Rugal has a lot of weaknesses. Some of his specials are difficult to use, especially his God Press, which only really works as an RC and a combo ender. Kaiser Wave has to be used sparingly in order for Rugal to effectively zone with it. As well, Reppuken can rear it's ugly head in terms of it's speed, but is usually a decent form of blockstring and throw pressure. His infamous Genocide Cutter is a decent reversal with LK, and a pretty consistent anti-air as well, but it cannot do much else besides that, as the range is low and cannot be combo'd into from more than two 2LKs. His Dark Barrier can also be used as a projectile reflector and a jail tool in the corner. Overall, Rugal has a versatile kit, but the individual moves are not strong enough to put Rugal amongst the best characters. He sits in the upper mid-tier.
Groove Selection
Best - C: Rugal heavily relies on having super consistently for big damage, which immediately sets C-Rugal a bit above the rest. C-Groove's meter can be stored indefinitely, allowing Rugal to use his super only when the time is right without the worry of a timer like Rage or Max Mode. Airblock makes anti-airing him harder, which can force you to respect Dark Smash even more, and Alpha Counters give him an extremely needed defensive option. His roll isn't the best, but being able to RC specials is a massive benefit to make up for the slow startup of his various moves. C-Rugal is comfortably his best Groove.
Useful - P/A/N: P-Rugal is behind C in terms of strength. It seems odd at first, but P-Rugal is a surprisingly powerful character. He has access to shorthops, and his good dash. He gains decent meterless reward from a parry, but even more scary is that one parry with meter can turn into a Gigantic Pressure confirm for massive damage. This is more or less the game plan of P-Rugal. Gain meter through parries in neutral and get the confirm for the damage. A-Rugal is somewhat different, and might not seem like a strong character at first, but once Custom Combos are taken into account, you realize that Rugal has really good synergy with CCs. He can confirm into it from a large amount of moves and setups, his main ones being God Press, Dark Smash, and Dark Barrier. These are corner only, of course. His Custom also deals great damage. However, confirming into Gigantic Pressure deals the same damage if not more, so that somewhat hurts Rugal a bit. N-Rugal relies a lot on his offense more than his defense, as he can pop MAX Mode to confirm into Gigantic Pressure, and even juggle it into Genocide Heaven, although that usually is only done if it secures the kill. He has a shorthop and a run, as well he can RC his special moves. A very versatile Rugal, but not having a stored level 3 somewhat hurts, since P/C Rugal having a stored level 3 always poses the threat of a potential confirm at any point. With N-Groove, that time is limited. Still, he is a decent character.
Worst - K/S: K-Rugal sacrifices a lot just so he can have a very powerful level 3. He does gain the benefits of rage, making his damage high, but losing stored level 3 and rolls/defensive options hurts him a lot. He does retain a short hop an a run, however JDs do not grant him the same reward as parries, especially in the punish department. The lack of consistent meter does not make K-Rugal as much of a threat as one would think. S-Rugal is similar to K-Rugal, but with some differences. He does have defensive subsystems, and can somewhat control where he gets his meter from. When he has a level 3, his Gigantic Pressure confirm becomes downright terrifying. He can always juggle it into a Genocide Heaven and the combo will be a true 10K damage combo. His dodge attacks are okay at best however, so that limits how he shuts down the opponent defensively. The main draw with S-Rugal is landing his level 3 since he will always get 10k damage from it.
Rugal is a slow, neutral/pressure heavy character with big buttons and even bigger damage output with meter. He relies heavily on having meter, but when he does have meter, he can dish out some of the best punishes in the game. Rugal is best in C-Groove. |
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Pros | Cons |
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!!!THIS PAGE IS A WIP. IF YOU NEED FRAME DATA NOW, REFER TO THE CVS2 BIBLE OR LOOK THROUGH EDIT HISTORY TO FIND THE LAST EDIT CONTAINING FRAME DATA IF THERE WAS ONE!!!
Normal Moves
Far Normals
5LP
5MP
5HP
5LK
5MK
5HK
Close Standing Normals
clHP
clLK
clMK
clHK
Crouching Normals
2LP
2MP
2HP
2LK
2MK
2HK
Jumping Normals
j.LP
j.MP
j.HP
j.LK
j.MK
j.HK
Throws
Scorpion Deathlock
Hip Toss
Colors