Capcom vs SNK 2/Rugal: Difference between revisions

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{{CvS2 Character Subnav|char=Rugal|short=Rugal}}
{{CvS2 Character Subnav|char=Rugal|short=Rugal}}
<div>
<div>
{| class="wikitable" style="float:right; margin-left: 10px;"
[[File:CVS2_Rugal_Data.png|right|500px]]
|-
| colspan="2" | [[File:CVS2_Rugal_SNK_Art.jpg|frameless|250px]]
|-
| colspan="2" | Health (at Ratio 2)
|-
| 15200 || Very High
|-
| colspan="2" | Stun
|-
| 70 || Average
|-
| colspan="2" | Dash Length
|-
| 12 Frames || Extremely Short
|-
| colspan="2" | Dash Type
|-
| Hop || Corpse Hop=No, Proj. Hop=No
|-
| colspan="2" | Run Speed
|-
| 8.5 || Above Average
|-
| colspan="2" | Roll Distance
|-
| 140 pixels || Far
|-
| colspan="2" | Roll Duration
|-
| 27f || Long
|-
| colspan="2" | Wakeup Speed compared to Ryu
|-
| 0f || Average
|}
== Story ==
== 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.  
'''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.  
Line 44: Line 9:


== Gameplay ==
== Gameplay ==
Rugal is a bully character that utilizes his big buttons, oppressive specials, and surprisingly high mobility to overwhelm the opponent. Rugal is heavily lacking in meterless combos and has several subpar tools, but he has some of the highest damage possible utilizing his super combos with 2363214P Gigantic Pressure. Rugal has some of the best damage output in the game in general thanks to this super, and it's ability to juggle into his 23623K Genocide Heaven. His j.236P Dark Smash divekick is oppressive, eating up most normal anti-airs and leaving him extremely plus almost always. He has plenty of useful normals as well, with almost all of them being above-average priority to make up for somewhat lacking range.  
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.


Rugal has a lot of weaknesses, with specials like 236P Reppuken, 63214P Godpress, and 623K Genocide Cutter being far too slow to utilize realistically. 641236P Kaiser Wave as well, though the slowness is made up for with the size of the projectile, especially when charged. His lacking meterless damage makes this hard as well. Rugal has to bully his opponent into respecting his slow specials with his solid normals, and then he can truly shine with great guard crush and ridiculous damage output with meter.
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 ===
=== 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.
'''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 - N/A/P/K:''' N-Rugal gets better overall movement and access to hop HK, a very strong neutral tool. Consistent access to level 1 supers increases his damage enough to be worth it, especially thanks to the ability to combo after a level 1 Gigantic Pressure with a level 1 Genocide Heaven for much more notable damage. What Rugal sacrifices is the higher damage levels of his supers, and having a bad roll in N-Groove always hurts. A-Rugal is surprisingly good. Rugal has stellar synergy with Custom Combo, with even his easy CCs doing 8k damage or more. He can also confirm a CC from any 63214P Godpress, making for massive damage combos capable of exceeding 10k damage. What he sacrifices is consistent access to his supers, leaving him reliant on CC to deal damage, but this isn't too bad. P-Rugal seems like a joke at first, but when you realize a single parry can set up a Godpress for corner presence and a guard crush string or mixup, it's easy to see the worth in it. While he sacrifices a lot, like roll and consistent access to supers, Rugal's ability to corner from any parry and make life hard on the opponent is a worthwhile tool.  
'''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 of things in exchange for one very big thing: damage. If Rugal gets Rage, he can combo into a level 3 Gigantic Pressure for massive damage. While this seems very strong, Rugal has to make two major sacrifices for this in roll and consistent meter access. When Rugal isn't Raged, he's much weaker than normal, and since JD gives less of a guaranteed punish than parry it isn't always going to get you a Godpress to the corner. Without roll, Godpress becomes essentially useless outside of combos. S-Rugal makes many of the same sacrifices, with no consistent meter or roll. In Desperation, Rugal can combo into a level 1 Gigantic Pressure > level 1 Genocide Heaven, which is actually fairly useful. However, similar to how K-Rugal without Rage struggles, S-Rugal outside of Desperation struggles even more.
'''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.


{{StrengthsAndWeaknesses
{{StrengthsAndWeaknesses
|intro=
|intro=
---------------------------
---------------------------
'''Rugal''' is a bully with slow but oppressive specials and massive damage potential. 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'''.
'''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'''.
 
'''Difficulty''': Medium<br>'''Tier''': B
|pros=
|pros=
* '''Metered Damage:''' Rugal's damage potential with his Gigantic Pressure super is definitely the main draw of his character
* '''Metered Damage''': Rugal's damage potential with his Gigantic Pressure super is definitely the main draw of his character
* '''Bully Specials:''' Many of Rugal's specials are hard to contest, leave him very plus, or both, and they all take up massive screen space. Add a roll cancel in and they become quite good overall
* '''Offense''': Rugal has many blockstrings and special moves that can deal great guard damage. He also has good corner traps and setups which can make his offense pretty scary.
* '''Normals:''' Rugal comes equipped with multiple useful normals, and while they aren't the longest range, they tend to beat out other normals of the same strength
* '''Normals''': Rugal comes equipped with multiple useful normals, and they are surprisingly versatile, but requires knowing which normal works best for a given situation.
* '''Simple:''' Thanks to his reliance on only super combos for damage, Rugal can be played with a very easy gameplan against most players
* '''Anti-Airs''': Rugal has a large set of anti-airs in 5MP, 5HK, 2MP, 2HP, cl.HK, j.HP, Genocide Cutter, and HP God Press. You have to know which one to use, however, as each anti-air has it's own specific range where it's useful and very few of them can actually cover a wide variety of ranges. This makes Rugal's defense decent.
* '''Health''': Rugal has the second highest health value in the game, making him a great anchor character once he has access to meter.
|cons=
|cons=
* '''Meterless Damage:''' Without a super to back him up, Rugal relies on landing a clean j.HK or cl.HP into Godpress to get a noteworthy punish. He struggles to combo from lights or long pokes without a super, leaving him without much of a threat in neutral
* '''Meterless Damage''': Rugal's best meterless combo from 2LK is Genocide Cutter, and that can fall out pretty easily. Without close HP or HK to confirm into God Press, Rugal's meterless combos are terribly inconsistent and very weak in damage.
* '''Slow Specials:''' Godpress has horrendous startup, Genocide Cutter is slow for a DP and has very little active time, Reppuken's are underwhelming fireballs with a long total duration, and even his reflector has a long startup time. Rugal has to roll cancel most of his specials in neutral for them to not get stuffed on startup constantly
* '''Slow Specials''': Most of Rugal's specials are slow, so they must be done early so ensure that they will not whiff or get stuffed.
* '''Defense:''' Despite his high health, Rugal has a hard time on defense due to his mediocre DP and slow frame data. His large size makes it even harder on him to find an escape option
* '''Offense is Character Dependent''': Rugal is a rather slow character, which means that fast characters can escape his offense quite easily. This makes it difficult for Rugal to lock onto characters like Claw or Blanka and get his offense in.
* '''Big:''' Rugal is big and tall, making him subject to more offensive pressure than others. It also means he can't crouch under things that others can, like Boxer Dash Straight
* '''Big''': Rugal is big and tall, making him subject to more offensive pressure than others. It also means he can't crouch under things that others can, like Boxer Dash Straight
}}
}}


=== Players to Watch ===
{| class="wikitable"
|-
! Name !! Country !! Groove !! Accounts !! Notes
|-
| Tetsu || Japan || C-Groove || N/A || Old C-Rugal player. Pulls off very stylish super combos. <br> [https://youtu.be/iwvdQpXkb_8?t=2213 Sample Match]
|-
| Dari || Japan || C-Groove || N/A || Relies on fundamentals, as he is a great C player overall, but can use Rugal's meter well if need be. <br> [https://youtu.be/oYHUO9iwMtc Sample Match]
|-
| P-Rugal || Japan || P-Groove || Twitter: @oyasuminecalli || As his name suggest, P-Rugal is his specialty. He has perfect fundamentals and uses parries very efficiently. <br> [https://youtu.be/x56WAJ-CmDA Sample Match]
|-
| Ankoku || Japan || P-Groove || Twitter: @ankokuPruga || A fine P-Groover. Lands lvl3 confirms off of parries like it's nothing. <br> [https://www.youtube.com/watch?v=PA8sWxJfJsE&t=1075s&ab_channel=foxcvs2 Sample Match]
|-
| Silentscope88 || USA || K-Groove || Twitter: @silentscope88 <br> Youtube: Silentscope88 <br> Discord: Silentscope#7008 || A strong K-Groover and Rugal main. Knows the ins and outs of Rugal's defense to create a scarily well rounded character. <br> [https://youtu.be/6px7-q7o9yU Sample Match]
|-
|}
<br><br>
'''!!!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!!!'''
'''!!!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!!!'''


Line 80: Line 66:
| 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 87: Line 73:
   | 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 = Placeholder
   | 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.
  }}
  }}
}}
}}
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| 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 115: Line 105:
   | 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 = Placeholder
   | 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 136: Line 130:
| 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 143: Line 137:
   | 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 = Placeholder
   | 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 164: Line 162:
| 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 171: Line 169:
   | 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 = Placeholder
   | 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 192: Line 194:
| 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 199: Line 201:
   | 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 = Placeholder
   | 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 220: Line 225:
| 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 227: Line 232:
   | 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 = Placeholder
   | 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">clLP</span> ===
{{MoveData
| name    = Close Jab
| input    = cl.LP
| subtitle = Close Light Punch
| image    =
| caption  =
| linkname = cl.LP
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}
=== <span class="invisible-header">clMP</span> ===
{{MoveData
| name    = Close Strong
| input    = cl.MP
| subtitle =
| image    =
| caption  =
| linkname = cl.MP
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


=== <span class="invisible-header">clHP</span> ===
=== <span class="invisible-header">clHP</span> ===
Line 305: Line 258:
| 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 312: Line 265:
   | 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 = Placeholder
   | 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 333: Line 290:
| 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 340: Line 297:
   | 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 = Placeholder
   | 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 361: Line 321:
| 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 368: Line 328:
   | 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 = Placeholder
   | 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 389: Line 352:
| 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 396: Line 361:
   | 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 = Placeholder
   | 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 418: Line 386:
| 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 425: Line 393:
   | 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 = Placeholder
   | 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 446: Line 417:
| 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 453: Line 424:
   | 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 = Placeholder
   | 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 474: Line 449:
| 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 481: Line 458:
   | 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 = Placeholder
   | 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 502: Line 483:
| 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 509: Line 490:
   | 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 = Placeholder
   | 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 530: Line 515:
| 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 537: Line 522:
   | 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 = Placeholder
   | 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 558: Line 546:
| 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 565: Line 553:
   | 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 587: Line 579:
| 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 594: Line 586:
   | 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 = Placeholder
   | description =  
A flying elbow.
* Usually used as an early air-to-air. Besides that, it does not do much.
  }}
  }}
}}
}}
Line 615: Line 609:
| 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 622: Line 616:
   | 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 = Placeholder
   | 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 643: Line 639:
| 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 650: Line 646:
   | 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 = Placeholder
   | 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 671: Line 670:
| 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 678: Line 677:
   | 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 = Placeholder
   | 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 699: Line 700:
| 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 706: Line 707:
   | 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 = Placeholder
   | 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 727: Line 731:
| 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 734: Line 738:
   | 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 = Placeholder
   | 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.
  }}
  }}
}}
}}


== Command Normals ==
== Throws ==
=== <span class="invisible-header">X</span> ===
=== <span class="invisible-header">Scorpion Deathlock</span> ===
{{MoveData
{{MoveData
| name    = Generic Command
| name    = Scorpion Deathlock
| input    = Generic Input
| input    = Near Opponent, 4/6HP
| subtitle = Generic Name
| subtitle = Punch Throw
| image    =
| image    = CVS2_Rugal_Pthrow.png
| caption  =  
| caption  =  
| linkname = X
| linkname = Scorpion Deathlock
| data  =  
| data  =  
  {{AttackData-CvS2
  {{AttackData-CvS2
   | version    = -
   | 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 = Placeholder
   | description =  
* Has average range at 52px.
* Usually Rugal's preferred throw due to better corner oki.
  }}
  }}
}}
}}


== Throws ==
=== <span class="invisible-header">Hip Toss</span> ===
=== <span class="invisible-header">X</span> ===
{{MoveData
{{MoveData
| name    = Generic Throw Name
| name    = Hip Toss
| input    = Near Opponent, 4/6HP
| input    = Near Opponent, 4/6HK
| subtitle = Punch Throw
| subtitle = Kick Throw
| image    =
| image    = CVS2_Rugal_Kthrow.png
| caption  =  
| caption  =  
| linkname = Punch Throw Name
| linkname = Hip Toss
| data  =  
| data  =  
  {{AttackData-CvS2
  {{AttackData-CvS2
   | version    = Close {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HP}}
   | 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 = Placeholder
   | description =  
* Has average range at 52px.
* Can be used over punch throw midscreen.
  }}
  }}
}}
}}
== Special Moves ==


=== <span class="invisible-header">X</span> ===
===== <span class="invisible-header">Tiger Shot</span> =====
{{MoveData
{{MoveData
| name    = Generic Throw Name
| name    = Reppuken
| input    = Near Opponent, 4/6HK
| input    = {{Motion|236}} + {{Icon-Capcom|P}}
| subtitle = Kick Throw
| subtitle = 236+P / QCF+P
| image    =
| image    = CVS2_Rugal_236P.png
| caption  =  
| caption  =
| linkname = Kick Throw Name
| linkname = 236P
| data  =  
| data  =  
  {{AttackData-CvS2
  {{AttackData-CvS2
   | version    = Close {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HK}}
   | version    = LP
   | subtitle    =
  | subtitle    = {{Motion|236}} + {{Icon-Capcom|LP}}
   | damage      = -
  | damage      = 800
   | stun        = -
  | stun        = 8
   | cancel      = -
  | cancel      = None
   | guard      = -
  | guard      = Mid
   | parry      = -
  | parry      = Mid
   | startup    = -
  | startup    = 15
  | active      = -
  | recovery    = 40
  | total      = 55
  | advHit      = -4
  | advBlock    = -4
  | invul      = -
  | description =
}}
{{AttackData-CvS2
  | header      = no
  | version    = MP
  | subtitle    = {{Motion|236}} + {{Icon-Capcom|MP}}
  | damage      = 900
  | stun        = 9
  | cancel      = None
  | guard      = Mid
  | parry      = Mid
  | startup    = 15
  | active      = -
  | recovery    = 40
  | total      = 55
  | advHit      = -5
  | advBlock    = -5
  | invul      = -
  | description =
}}
{{AttackData-CvS2
  | header      = no
  | version    = HP
   | subtitle    = {{Motion|236}} + {{Icon-Capcom|HP}}
   | damage      = 1000
   | stun        = 10
   | cancel      = None
   | guard      = Mid
   | parry      = Mid
   | startup    = 15
   | active      = -
   | active      = -
   | recovery    = -
   | recovery    = 40
   | total      = -
   | total      = 55
   | advHit      = -
   | advHit      = -5
   | advBlock    = -
   | advBlock    = -5
   | invul      = -
   | invul      = -
   | description = Placeholder
   | description =
Rugal throws a grounded fireball that travels along the ground.
 
* A worse version of Geese's Reppuken. It cannot really be used as a poke, or an RC. The main issue is that it is really slow.
* The slow speed of LP Reppuken works as a good meaty, and when cancelled into from a sweep can be a decent form of starting offense.
* Has a lot of plus frames on hit if connected later (-5 point blank at worst) so you can create some pretty cool combos from it.
* Use mostly from longer range if you want to use it raw. Besides that it is too slow to act as a versatile tool in mid range.
 
<br>
  }}
  }}
}}
}}

Latest revision as of 02:04, 10 July 2023

Introduction

CVS2 Rugal Data.png

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.

Difficulty: Medium
Tier: B
Pros Cons
  • Metered Damage: Rugal's damage potential with his Gigantic Pressure super is definitely the main draw of his character
  • Offense: Rugal has many blockstrings and special moves that can deal great guard damage. He also has good corner traps and setups which can make his offense pretty scary.
  • Normals: Rugal comes equipped with multiple useful normals, and they are surprisingly versatile, but requires knowing which normal works best for a given situation.
  • Anti-Airs: Rugal has a large set of anti-airs in 5MP, 5HK, 2MP, 2HP, cl.HK, j.HP, Genocide Cutter, and HP God Press. You have to know which one to use, however, as each anti-air has it's own specific range where it's useful and very few of them can actually cover a wide variety of ranges. This makes Rugal's defense decent.
  • Health: Rugal has the second highest health value in the game, making him a great anchor character once he has access to meter.
  • Meterless Damage: Rugal's best meterless combo from 2LK is Genocide Cutter, and that can fall out pretty easily. Without close HP or HK to confirm into God Press, Rugal's meterless combos are terribly inconsistent and very weak in damage.
  • Slow Specials: Most of Rugal's specials are slow, so they must be done early so ensure that they will not whiff or get stuffed.
  • Offense is Character Dependent: Rugal is a rather slow character, which means that fast characters can escape his offense quite easily. This makes it difficult for Rugal to lock onto characters like Claw or Blanka and get his offense in.
  • Big: Rugal is big and tall, making him subject to more offensive pressure than others. It also means he can't crouch under things that others can, like Boxer Dash Straight



Players to Watch

Name Country Groove Accounts Notes
Tetsu Japan C-Groove N/A Old C-Rugal player. Pulls off very stylish super combos.
Sample Match
Dari Japan C-Groove N/A Relies on fundamentals, as he is a great C player overall, but can use Rugal's meter well if need be.
Sample Match
P-Rugal Japan P-Groove Twitter: @oyasuminecalli As his name suggest, P-Rugal is his specialty. He has perfect fundamentals and uses parries very efficiently.
Sample Match
Ankoku Japan P-Groove Twitter: @ankokuPruga A fine P-Groover. Lands lvl3 confirms off of parries like it's nothing.
Sample Match
Silentscope88 USA K-Groove Twitter: @silentscope88
Youtube: Silentscope88
Discord: Silentscope#7008
A strong K-Groover and Rugal main. Knows the ins and outs of Rugal's defense to create a scarily well rounded character.
Sample Match



!!!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

Far Jab
Far Light Punch
5LP / Far LP
CVS2 Rugal 5LP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lp.png 500 5 SP/SU Mid High 4 6 7 17 +5 +5 -

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.

5MP

Far Strong
Far Medium Punch
5MP / Far MP
CVS2 Rugal 5MP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mp.png 1100 11 SU Mid High 5 4 24 33 -8 -8 -

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.

5HP

Far Fierce
Far Heavy Punch
5HP / Far HP
CVS2 Rugal 5HP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hp.png 1100 11 None Mid High 10 6 30 46 -12 -12 -

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.

5LK

Far Short
Far Light Kick
5LK / Far LK
CVS2 Rugal 5LK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lk.png 500 5 SU Mid Low 4 6 9 19 +2 +2 -

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.

5MK

Far Forward
Far Medium Kick
5MK / Far MK
CVS2 Rugal 5MK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mk.png 1100 11 SU Mid Mid 5 5 27 37 -10 -10 -

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.

5HK

Far Roundhouse
Far Heavy Kick
5HK / Far HK
CVS2 Rugal 5HK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hk.png 1500,1300 15,13 None Mid High 10 8 24 42 -8 -8 -

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

clHP

Close Fierce
Close Heavy Punch
cl.HP
CVS2 Rugal clHP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hp.png 1300 13 SP/SU Mid High 4 4 34 38 -14 -14 -

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.

clLK

Close Short
Close Light Kick
cl.LK
CVS2 Rugal clLK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lk.png 600 6 SP/SU Mid Mid 4 4 9 17 +2 +2 -

A quick knee.

  • Deals 100 more damage than far LK, but that is usually negligible in combos.
  • Usually used as blockstirng filler for offense.

clMK

Close Forward
Close Medium Kick
cl.MK
CVS2 Rugal clLK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mk.png 1200 12 SP/SU Mid Mid 4 11 11 26 0 0 -

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.

clHK

Close Roundhouse
Close Heavy Kick
cl.HK
CVS2 Rugal clHK1.png
1st Hit
CVS2 Rugal clHK2.png
2nd Hit
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hk.png 1300,1100 13,11 SP/SU Mid High 4 7 25 36 -10 -10 -

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.

Crouching Normals

2LP

Crouch Jab
Crouching Light Punch
2LP / cr.LP
CVS2 Rugal 2LP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Lp.png 400 4 SP/SU Mid Low 4 4 6 16 +5 +5 -

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.

2MP

Crouch Strong
Crouching Medium Punch
2MP / cr.MP
CVS2 Rugal 2MP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Mp.png 1000 10 SP/SU Mid Low 4 3 18 25 -1 -1 -

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.

2HP

Crouch Fierce
Crouching Heavy Punch
2HP / cr.HP
CVS2 Rugal 2HP1.png
First Hit
CVS2 Rugal 2HP2.png
2nd Hit
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Hp.png 400+1200 4+12 None Mid Mid 8 2+7 27 16 -10 -10 -

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.

2LK

Crouch Short
Crouching Light Kick
2LK / cr.LK
CVS2 Rugal 2LK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Lk.png 300 3 RF/SP/SU Low Low 3 4 9 15 +2 +2 -

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.

2MK

Crouch Forward
Crouching Medium Kick
2MK / cr.MK
CVS2 Rugal 2MK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Mk.png 1000 10 SP/SU Low Low 5 7 19 31 -4 -4 -

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.

2HK

Crouch Roundhouse
Crouching Heavy Kick
2HK / cr.HK
CVS2 Rugal 2HK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Hk.png 1500 15 SP/SU Low Low 6 4 29 39 KND -9 -

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.

Jumping Normals

j.LP

Jump Jab
Jumping Light Punch
j.LP
CVS2 Rugal jLP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Lp.png 600 6 SP High High 4 22 - 26 - - -

A flying elbow.

  • Usually used as an early air-to-air. Besides that, it does not do much.

j.MP

Jump Strong
Jumping Medium Punch
j.MP
CVS2 Rugal jMP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Mp.png 1100 11 None High High 7 7 - 14 - - -

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.

j.HP

Jump Fierce
Jumping Heavy Punch
j.HP
CVS2 Rugal jHP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Hp.png 1400 14 None High High 5 6 - 14 - - -

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.

j.LK

Jump Short
Jumping Light Kick
j.LK
CVS2 Rugal jLK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Lk.png 600 6 SP High High 4 22 - 26 - - -

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.

j.MK

Jump Forward
Jumping Medium Kick
j.MK
CVS2 Rugal jMK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Mk.png 1000 10 None High High 7 7 - 14 - - -

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.

j.HK

Jump Roundhouse
Jumping Heavy Kick
j.HK
CVS2 Rugal jHK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Hk.png 1500 15 None High High 10 12 - 22 - - -

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

Scorpion Deathlock

Scorpion Deathlock
Punch Throw
Near Opponent, 4/6HP
CVS2 Rugal Pthrow.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close B.png/F.png+Hp.png 2000 - - - - 3 1 13 17 - - -
  • Has average range at 52px.
  • Usually Rugal's preferred throw due to better corner oki.

Hip Toss

Hip Toss
Kick Throw
Near Opponent, 4/6HK
CVS2 Rugal Kthrow.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close B.png/F.png+Hk.png 2100 - - - - 5 1 13 17 - - -
  • Has average range at 52px.
  • Can be used over punch throw midscreen.

Special Moves

Tiger Shot
Reppuken
236+P / QCF+P
Qcf.png + P.png
CVS2 Rugal 236P.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
LP
Qcf.png + Lp.png
800 8 None Mid Mid 15 - 40 55 -4 -4 -
MP
Qcf.png + Mp.png
900 9 None Mid Mid 15 - 40 55 -5 -5 -
HP
Qcf.png + Hp.png
1000 10 None Mid Mid 15 - 40 55 -5 -5 -

Rugal throws a grounded fireball that travels along the ground.

  • A worse version of Geese's Reppuken. It cannot really be used as a poke, or an RC. The main issue is that it is really slow.
  • The slow speed of LP Reppuken works as a good meaty, and when cancelled into from a sweep can be a decent form of starting offense.
  • Has a lot of plus frames on hit if connected later (-5 point blank at worst) so you can create some pretty cool combos from it.
  • Use mostly from longer range if you want to use it raw. Besides that it is too slow to act as a versatile tool in mid range.


Colors

Rugal CvS2 colors.png


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