Capcom vs SNK 2/Rugal: Difference between revisions

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= Introduction =
= Introduction =
{{CvS2 Character Subnav|char=Rugal|short=Rugal}}
<div>
[[File:CVS2_Rugal_Data.png|right|500px]]
== 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, at best, is middle middle tier. His pokes and projectiles are subpar and his godpress is horrendously slow. He has no good links into strong practical hit confirm BnBs, and is also plagued with a slow and bad hitbox dp. So why use Rugal you ask? He's decent at guard crushing, and is second to none at doing huge damage. In most practical situations, he can do more damage than A-Bison paint the wall off of random c lks (TM). Also, with a 2000 damage P throw, Rugal does indeed get dangerous at close range. He has one of the best j hks in the game, comparable to Blanka's, and also the fastest dash in the game. While his pokes do not excel in range, they have quite decent priority. Also, any godpress or super corners the opponent, making RC/parry Rugal very intimidating indeed.
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.


Besides, he's a one eyed Hitler hailing guy in a red suit with a pet panther. And Guile statues.
== 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.


But seriously, don't pick this character unless you're willing to do a lot of work. He does have potential against top tiers, but I won't lie to you, Rugal takes a ton of work and some good psychicing.
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.


= Moves List =
=== Groove Selection ===
== Normal Moves ==
'''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.
== Normal Moves ==
<table style="width:400px;border:1px solid silver" cellborder="1">
<tr>
  <th>Name</th>
  <th>State</th>
  <th>Spc</th>
  <th>Sup</th>
  <th>Hit</th>
  <th>Blk</th>
  <th>Sta</th>
  <th>Act</th>
  <th>Rec</th>
  <th>Dmg</th>
</tr>
<tr>
  <td style="border:1px solid navy" rowspan=4>Jab</td>
  <td>Close</td>
  <td>?</td>
  <td>?</td>
  <td>+5</td>
  <td>+5</td>
  <td>4</td>
  <td>6</td>
  <td>7</td>
  <td>500</td>
</tr>
<tr>
  <td>Far</td>
  <td>?</td>
  <td>?</td>
  <td>+5</td>
  <td>+5</td>
  <td>4</td>
  <td>6</td>
  <td>7</td>
  <td>500</td>
</tr>
<tr>
  <td>Crouch</td>
  <td>?</td>
  <td>?</td>
  <td>+5</td>
  <td>+5</td>
  <td>4</td>
  <td>4</td>
  <td>6</td>
  <td>400</td>
</tr>
<tr>
  <td>Jump</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>?</td>
  <td>?</td>
  <td>-</td>
  <td>?</td>
</tr>
<tr>
  <td style="border:1px solid navy" rowspan=4>Strong</td>
  <td>Close</td>
  <td>?</td>
  <td>?</td>
  <td>-8</td>
  <td>-8</td>
  <td>5</td>
  <td>4</td>
  <td>24</td>
  <td>1100</td>
</tr>
<tr>
  <td>Far</td>
  <td>?</td>
  <td>?</td>
  <td>-8</td>
  <td>-8</td>
  <td>5</td>
  <td>4</td>
  <td>24</td>
  <td>1100</td>
</tr>
<tr>
  <td>Crouch</td>
  <td>?</td>
  <td>?</td>
  <td>-1</td>
  <td>-1</td>
  <td>4</td>
  <td>3</td>
  <td>18</td>
  <td>1000</td>
</tr>
<tr>
  <td>Jump</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>?</td>
  <td>?</td>
  <td>-</td>
  <td>?</td>
</tr>
<tr>
  <td style="border:1px solid navy" rowspan=4>Fierce</td>
  <td>Close</td>
  <td>y</td>
  <td>?</td>
  <td>-14</td>
  <td>-14</td>
  <td>4</td>
  <td>4</td>
  <td>34</td>
  <td>1300</td>
</tr>
<tr>
  <td>Far</td>
  <td>?</td>
  <td>?</td>
  <td>-12</td>
  <td>-12</td>
  <td>10</td>
  <td>6</td>
  <td>30</td>
  <td>1100</td>
</tr>
<tr>
  <td>Crouch</td>
  <td>?</td>
  <td>?</td>
  <td>-10</td>
  <td>-10</td>
  <td>8</td>
  <td>2/7</td>
  <td>27</td>
  <td>400+1200</td>
</tr>
<tr>
  <td>Jump</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>5</td>
  <td>6</td>
  <td>-</td>
  <td>1400</td>
</tr>
<tr>
  <td style="border:1px solid red" rowspan=4>Short</td>
  <td>Close</td>
  <td>?</td>
  <td>?</td>
  <td>+2</td>
  <td>+2</td>
  <td>4</td>
  <td>4</td>
  <td>9</td>
  <td>600</td>
</tr>
<tr>
  <td>Far</td>
  <td>?</td>
  <td>?</td>
  <td>+2</td>
  <td>+2</td>
  <td>4</td>
  <td>6</td>
  <td>9</td>
  <td>500</td>
</tr>
<tr>
  <td>Crouch</td>
  <td>y</td>
  <td>y</td>
  <td>+2</td>
  <td>+2</td>
  <td>3</td>
  <td>4</td>
  <td>9</td>
  <td>300</td>
</tr>
<tr>
  <td>Jump</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>?</td>
  <td>?</td>
  <td>-</td>
  <td>?</td>
</tr>
<tr>
  <td style="border:1px solid red" rowspan=4>Forward</td>
  <td>Close</td>
  <td>y</td>
  <td>?</td>
  <td>0</td>
  <td>0</td>
  <td>4</td>
  <td>11</td>
  <td>11</td>
  <td>1200</td>
</tr>
<tr>
  <td>Far</td>
  <td>?</td>
  <td>y</td>
  <td>-10</td>
  <td>-10</td>
  <td>5</td>
  <td>5</td>
  <td>27</td>
  <td>1100</td>
</tr>
<tr>
  <td>Crouch</td>
  <td>y</td>
  <td>y</td>
  <td>-4</td>
  <td>-4</td>
  <td>5</td>
  <td>7</td>
  <td>19</td>
  <td>1000</td>
</tr>
<tr>
  <td>Jump</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>7</td>
  <td>7</td>
  <td>-</td>
  <td>1000</td>
</tr>
<tr>
  <td style="border:1px solid red" rowspan=4>Roundhouse</td>
  <td>Close</td>
  <td>y</td>
  <td>?</td>
  <td>-9</td>
  <td>-9</td>
  <td>4</td>
  <td>7</td>
  <td>26</td>
  <td>1300,1100</td>
</tr>
<tr>
  <td>Far</td>
  <td>?</td>
  <td>?</td>
  <td>-8</td>
  <td>-8</td>
  <td>10</td>
  <td>8</td>
  <td>24</td>
  <td>1500,1300</td>
</tr>
<tr>
  <td>Crouch</td>
  <td>y</td>
  <td>y</td>
  <td>DWN</td>
  <td>-9</td>
  <td>6</td>
  <td>4</td>
  <td>29</td>
  <td>1500</td>
</tr>
<tr>
  <td>Jump</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>10</td>
  <td>10</td>
  <td>-</td>
  <td>1500</td>
</tr>
</table>


I dunno how to work the normals table, so I'm just gonna copy and paste from kcxj's post
'''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.


far and close s.LP 500 +5/+5<br>
'''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.
4/6/7<br>
X/O/O<br>
Hits 77 pixels high, so it will hit crouching Sagat and taller. Has good priority and decent meatiness. Use it to stuff Blanka c hps and the like.
---------


far and close s.MP 1100 -8/-8<br>
{{StrengthsAndWeaknesses
5/4/24<br>X/?/?<br>
|intro=
Basic anti-air. This is the one to use if they're normal/super jumping in close to you. Don't touch otherwise.
---------------------------
---------
'''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'''.


close s.HP 1300 -14/-14<br>
'''Difficulty''': Medium<br>'''Tier''': B
4/4/34<br>X/O/O<br>
|pros=
Links off of point blank c lp. The only time you should use this is when you know it's gonna hit. Always cancel into godpress. For GC strings or not guaranteed hits, use close st hk instead for the better frames. Personally, I always use hk except for doing the link (close st hk requires you to be closer and won't come out after c lp).
* '''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.
|cons=
* '''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
}}


far s.HP 1100 -12/-12<br>
=== Players to Watch ===
10/6/30<br>X/X/X<br>
{| class="wikitable"
Decent poke. Retarded damage. Horrendous frames. The only good thing is that no one crouches it. Use it on Iori, Hibiki, and every other less than 62 frame crouch characters instead of c hp. It has less range than c hp too, so be careful.
|-
---------
! 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]
|-
|}


d.LP 400 +5/+5<br>
<br><br>
4/4/6<br>X/O/O<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!!!'''
Decent priority. Can link into close st hp or c mp. Can stop some low mid pokes (Blanka c hp). Don't use it a lot.


---------
== Normal Moves ==
 
=== Far Normals ===
d.MP 1000 -1/-1<br>
=== <span class="invisible-header">5LP</span> ===
4/3/18<br>X/O/O<br>
{{MoveData
Great damage, wicked priority. Stuffs Blanka and Sagat c hps, and some other similiar moves. Magically anti airs just about every low jump in the game. Can also anti air crossups and normal jump ins, but the timing is extremely tight and weird (only 3 hitting frames, not all 3 will beat the jump in...oddly). Probably his best prioritied move. Does not stuff lows though.
| name    = Far Jab
---------
| input    = 5LP / Far LP
 
| subtitle = Far Light Punch
d.HP 400+1200 -10/-10<br>
| image    = CVS2_Rugal_5LP.png
8/2/7/27<br>X X/O X/X<br>
| caption  =
His best poke. Slow, ok damage, huge range. Beats Sagat c hp, gets beaten by Sagat st hp. At 2/3 the screen away, can be used to stab Sagat's hand when he wants to throw high tigers. Can punish crouch blocked Blanka ball after reversal walking forward a pixel or two, or just reversal c hp on a stand-block (according to Nick T.). Use this move a lot. Be careful of the -10 though, so don't go spraying this too close. Also, can be used to anti air Sagat j hk at the right distances (he arches under the foot).
| linkname = 5LP
 
| data  =
---------
{{AttackData-CvS2
 
  | version    = Far {{Icon-Capcom|LP}}
close s.LK 600 +2/+2<br>
  | subtitle    =
4/4/9<br>O/O/O<br>
  | damage      = 500
Looks exactly the same as his close st mk. Use for mind games and mixups. Stronger than c lks and same frames. A decent move. Use mostly for the mind games.
  | stun        = 5
 
  | cancel      = SP/SU
---------
  | guard      = Mid
 
  | parry      = High
far s.LK 500 +2/+2<br>
  | startup    = 4
4/6/9<br>X/O/O<br>
  | active      = 6
Low crush. Very fast, meaty, same frame adv as c lk, but strong. End c lk chains with this. Stuff lows with this. Run up st lks are decent for slowing inching in.
  | recovery    = 7
---------
  | total      = 17
 
  | advHit      = +5
close s.MK 1200 0/0<br>
  | advBlock    = +5
4/11/11<br>X/O/O<br>
  | invul      = -
Very meaty. Strong. Best use is meatying on wakeup. Either link stuff after it or cancel into reflector. Reflector will combo off a CH.
  | 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.
far s.MK 1100 -10/-10<br>
* Has a slow 4-frame startup, and can be ducked by most characters.
5/5/27<br>X/X/O<br>
}}
Low crush, safer version of his far st hp. Slightly less range. I prefer this over st hp for < 62 pixel crouchers. The ideal button to press to punish far whiff/far parry into super. That is, if they're far away and open, press st mk super.
}}
---------
 
close s.HK 1300,1100 -9/-9<br>
4/7/26<br>X/O/O<br>
A high angled thrust kick. Can be used as anti air. Generally. this is his big damage punish button (or GC). Always cancel it. Can anti air big crossups crouching and letting them go past you, then stand up and hk right away. This is easier to cancel than close st hp, so if they're dizzy or GC'ed, use st hk to cancel into godpress.
---------
 
far s.HK 1500,1300 -8/-8<br>
10/8/24<br>X/X/X<br>
Far anti air. Also, good poke for standing characters. Especially tall ones. Use it to stop near max range Sagat st lks (his lower body hitbox retreats slightly). His best anti air in my opinion. Press it early. More damage than st mp, huger hitbox. Generally, you can use this to stop most jump ins before their normal comes out. If they do it early, it'd have beaten st mp. At least this it trades most likely in your favor.
---------
 
d.LK 300 +2/+2<br>
o/o/o<br>
3/4/9<br>
His best normal. Starts all his BnBs. Stop throw attempts. Whiff tricks. Huge range for a c lk. It's just a godly c lk. If you're cancelling into super, I supposed chaining this into st lk first, for more damage and 2 more frames to combo. Max range c lk cancelled too slow will NOT combo into a level 2. Level 3 always works though.
---------


d.MK 1000 -4/-4<br>
=== <span class="invisible-header">5MP</span> ===
x/o/o<br>
{{MoveData
5/7/19<br>
| name    = Far Strong
Decent poke. Ok for comboing into godpress. Be warned, far c mks will NOT combo into godpress.
| input    = 5MP / Far MP
---------
| subtitle = Far Medium Punch
| image    = CVS2_Rugal_5MP.png
| caption  =
| linkname = 5MP
| data  =
{{AttackData-CvS2
  | version    = Far {{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = 1100
  | stun        = 11
  | cancel      = SU
  | guard      = Mid
  | parry      = High
  | startup    = 5
  | active      = 4
  | recovery    = 24
  | total      = 33
  | advHit      = -8
  | advBlock    = -8
  | invul      = -
  | 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.
}}
}}


d.HK 1500 knockdown/-9<br>
=== <span class="invisible-header">5HP</span> ===
x/o/o<br>
{{MoveData
6/4/29<br>
| name    = Far Fierce
Great sweep. Decent range, big damage, ok frames, good priority. Poke with this a lot. When in range. Don't always cancel into repuken. Great GC string ender.
| input    = 5HP / Far HP
---------
| subtitle = Far Heavy Punch
| image    = CVS2_Rugal_5HP.png
| caption  =
| linkname = 5HP
| data  =
{{AttackData-CvS2
  | version    = Far {{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = 1100
  | stun        = 11
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 10
  | active      = 6
  | recovery    = 30
  | total      = 46
  | advHit      = -12
  | advBlock    = -12
  | invul      = -
  | 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.
}}
}}


j.MK 1000<br>
=== <span class="invisible-header">5LK</span> ===
7/7<br>
{{MoveData
Cross-up attack. Decent range. Also an ok angle for non crossups.
| name    = Far Short
| input    = 5LK / Far LK
| subtitle = Far Light Kick
| image    = CVS2_Rugal_5LK.png
| caption  =
| linkname = 5LK
| data  =
{{AttackData-CvS2
  | version    = Far {{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = 500
  | stun        = 5
  | cancel      = SU
  | guard      = Mid
  | parry      = Low
  | startup    = 4
  | active      = 6
  | recovery    = 9
  | total      = 19
  | advHit      = +2
  | advBlock    = +2
  | invul      = -
  | 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.
}}
}}


---------
=== <span class="invisible-header">5MK</span> ===
{{MoveData
| name    = Far Forward
| input    = 5MK / Far MK
| subtitle = Far Medium Kick
| image    = CVS2_Rugal_5MK.png
| caption  =
| linkname = 5MK
| data  =
{{AttackData-CvS2
  | version    = Far {{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = 1100
  | stun        = 11
  | cancel      = SU
  | guard      = Mid
  | parry      = Mid
  | startup    = 5
  | active      = 5
  | recovery    = 27
  | total      = 37
  | advHit      = -10
  | advBlock    = -10
  | invul      = -
  | 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.
}}
}}


j.HP 1400<br>
=== <span class="invisible-header">5HK</span> ===
5/6<br>
{{MoveData
Air to air. Also generic anti air (j back hp). Can also be used as a sucky dive punch fake. It won't trick them really, but it might psych them out slightly (ie, they'll be momentarily stunned in the wtf state).
| name    = Far Roundhouse
---------
| input    = 5HK / Far HK
| subtitle = Far Heavy Kick
| image    = CVS2_Rugal_5HK.png
| caption  =
| linkname = 5HK
| data  =
{{AttackData-CvS2
  | version    = Far {{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = 1500,1300
  | stun        = 15,13
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 10
  | active      = 8
  | recovery    = 24
  | total      = 42
  | advHit      = -8
  | advBlock    = -8
  | invul      = -
  | 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.
}}
}}


j.HK 1500<br>
=== Close Standing Normals ===
10/10<br>
Coffin kick. One of the best j hks in the game. Instand overhead vs sagat and taller with low jump. Spam low jump hks like your name is Blanka. Can combo into super or dp after if done slightly later.


---------
=== <span class="invisible-header">clHP</span> ===
{{MoveData
| name    = Close Fierce
| input    = cl.HP
| subtitle = Close Heavy Punch
| image    = CVS2_Rugal_clHP.png
| caption  =
| linkname = cl.HP
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = 1300
  | stun        = 13
  | cancel      = SP/SU
  | guard      = Mid
  | parry      = High
  | startup    = 4
  | active      = 4
  | recovery    = 34
  | total      = 38
  | advHit      = -14
  | advBlock    = -14
  | invul      = -
  | 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.
}}
}}


ALL OTHER JUMPING NORMALS
=== <span class="invisible-header">clLK</span> ===
<br>
{{MoveData
First off, they're useless.  
| name    = Close Short
| input    = cl.LK
| subtitle = Close Light Kick
| image    = CVS2_Rugal_clLK.png
| caption  =
| linkname = cl.LK
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = 600
  | stun        = 6
  | cancel      = SP/SU
  | guard      = Mid
  | parry      = Mid
  | startup    = 4
  | active      = 4
  | recovery    = 9
  | total      = 17
  | advHit      = +2
  | advBlock    = +2
  | invul      = -
  | 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.
}}
}}


That said, j lp is an elbow drop that isn't even that meaty nor has a reasonable hitbox/priority. Maybe you can do it on a waking Raiden/Gief, hope it kills them, then start doing pro-wrestling poses around the arcade. I'm not responsible for any hazardous incidents incuring to you resulting afterwards.
=== <span class="invisible-header">clMK</span> ===
{{MoveData
| name    = Close Forward
| input    = cl.MK
| subtitle = Close Medium Kick
| image    = CVS2_Rugal_clLK.png
| caption  =
| linkname = cl.MK
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = 1200
  | stun        = 12
  | cancel      = SP/SU
  | guard      = Mid
  | parry      = Mid
  | startup    = 4
  | active      = 11
  | recovery    = 11
  | total      = 26
  | advHit      = 0
  | advBlock    = 0
  | invul      = -
  | 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.
}}
}}


j lk is a shining wizard that may even be less meaty. You can do j forward lk to antiair for style and start doing Keiji Mutoh poses. I hold no responsibility for possible subsequent IRL brutalizations afterwards. Otherwise, j hp is better in every way.  
=== <span class="invisible-header">clHK</span> ===
{{MoveData
| name    = Close Roundhouse
| input    = cl.HK
| subtitle = Close Heavy Kick
| image    = CVS2_Rugal_clHK1.png
| caption  = 1st Hit
| image2  = CVS2_Rugal_clHK2.png
| caption2 = 2nd Hit
| linkname = cl.MK
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = 1300,1100
  | stun        = 13,11
  | cancel      = SP/SU
  | guard      = Mid
  | parry      = High
  | startup    = 4
  | active      = 7
  | recovery    = 25
  | total      = 36
  | advHit      = -10
  | advBlock    = -10
  | invul      = -
  | 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.
}}
}}


His j mp's only use is for heiling to Hitler. It's a jumping upwards version of his st mp. Bird-riding Nakoruru or air DP Kyosuke are like the only people even hitable by this thing. Again, I take no responsibility for subsequent declines in your physical well being after pressing j mp.
=== Crouching Normals ===
=== <span class="invisible-header">2LP</span> ===
{{MoveData
| name    = Crouch Jab
| input    = 2LP / cr.LP
| subtitle = Crouching Light Punch
| image    = CVS2_Rugal_2LP.png
| caption  =
| linkname = 2LP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}+{{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = 400
  | stun        = 4
  | cancel      = SP/SU
  | guard      = Mid
  | parry      = Low
  | startup    = 4
  | active      = 4
  | recovery    = 6
  | total      = 16
  | advHit      = +5
  | advBlock    = +5
  | invul      = -
  | 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.
}}
}}


---------
=== <span class="invisible-header">2MP</span> ===
{{MoveData
| name    = Crouch Strong
| input    = 2MP / cr.MP
| subtitle = Crouching Medium Punch
| image    = CVS2_Rugal_2MP.png
| caption  =
| linkname = 2MP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}+{{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = 1000
  | stun        = 10
  | cancel      = SP/SU
  | guard      = Mid
  | parry      = Low
  | startup    = 4
  | active      = 3
  | recovery    = 18
  | total      = 25
  | advHit      = -1
  | advBlock    = -1
  | invul      = -
  | 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.
}}
}}


punch throw
=== <span class="invisible-header">2HP</span> ===
2000 damage
{{MoveData
52 pixels
| name    = Crouch Fierce
3 frame startup<br>
| input    = 2HP / cr.HP
One of the strongest P throws in the game. Abuse it. 3 dashes after the throw puts you up in their face again. If you link the dashes good, you will be able to meaty them (maybe not Hibiki...).
| subtitle = Crouching Heavy Punch
---------
| image    = CVS2_Rugal_2HP1.png
| caption  = First Hit
| image2    = CVS2_Rugal_2HP2.png
| caption2  = 2nd Hit
| linkname = 2HP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}+{{Icon-Capcom|HP}}
  | subtitle    =
  | damage     = 400+1200
  | stun        = 4+12
  | cancel      = None
  | guard      = Mid
  | parry      = Mid
  | startup     = 8
  | active      = 2+7
  | recovery    = 27
  | total      = 16
  | advHit      = -10
  | advBlock    = -10
  | invul      = -
  | 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.
}}
}}


kick throw
=== <span class="invisible-header">2LK</span> ===
2100
{{MoveData
52 pixels
| name    = Crouch Short
5 frame startup
| input    = 2LK / cr.LK
2100 damage<br>
| subtitle = Crouching Light Kick
For 100 damage more and less follow up options? Stick with P throw. It does throw them farther, a little more than his P throw. So maybe if you really want them cornered and P throw just won't cut it, then consider this. If you're not sure, I'd stick with P.
| image    = CVS2_Rugal_2LK.png
---------
| caption  =
| linkname = 2LK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}+{{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = 300
  | stun        = 3
  | cancel      = RF/SP/SU
  | guard      = Low
  | parry      = Low
  | startup     = 3
  | active      = 4
  | recovery    = 9
  | total      = 15
  | advHit      = +2
  | advBlock    = +2
  | invul      = -
  | 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.
}}
}}


from buktooth's system's faq on gamefaqs:<br>
=== <span class="invisible-header">2MK</span> ===
79 - Raiden<br>
{{MoveData
78 - Geese, Chang<br>
| name    = Crouch Forward
77 - Zangief, Sagat
| input    = 2MK / cr.MK
| subtitle = Crouching Medium Kick
| image    = CVS2_Rugal_2MK.png
| caption  =
| linkname = 2MK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}+{{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = 1000
  | stun        = 10
  | cancel      = SP/SU
  | guard      = Low
  | parry      = Low
  | startup    = 5
  | active      = 7
  | recovery    = 19
  | total      = 31
  | advHit      = -4
  | advBlock    = -4
  | invul      = -
  | 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.
}}
}}


72 - Eagle<br>
=== <span class="invisible-header">2HK</span> ===
'''71 - Rugal''', Yamazaki, Benimaru<br>
{{MoveData
70 - E.Honda<br>
| name    = Crouch Roundhouse
69 - Dhalsim, Terry<br>
| input    = 2HK / cr.HK
68 - Kyo, Joe<br>
| subtitle = Crouching Heavy Kick
67 - Guile, Balrog<br>
| image    = CVS2_Rugal_2HK.png
66 - Blanka, M.Bison, Kyosuke, Todo<br>
| caption  =
65 - Ryo<br>
| linkname = 2HK
64 - Ryu, Ken, Akuma, King, Dan, Rolento, Haohmaru<br>
| data  =
63 - Vega, Cammy<br>
{{AttackData-CvS2
62 - Morrigan, Yun<br>
  | version    = {{Motion|d}}+{{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = 1500
  | stun        = 15
  | cancel      = SP/SU
  | guard      = Low
  | parry      = Low
  | startup    = 6
  | active      = 4
  | recovery    = 29
  | total      = 39
  | advHit      = KND
  | advBlock    = -9
  | invul      = -
  | 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.
}}
}}


61 - Chun Li, Sakura, Mai, Kim, Vice, Yuri, Nakoruru, Rock, Hibiki<br>
=== Jumping Normals ===
60 - Maki, Iori, Athena
=== <span class="invisible-header">j.LP</span> ===
{{MoveData
| name    = Jump Jab
| input    = j.LP
| subtitle = Jumping Light Punch
| image    = CVS2_Rugal_jLP.png
| caption  =
| linkname = j.LP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = 600
  | stun        = 6
  | cancel      = SP
  | guard      = High
  | parry      = High
  | startup    = 4
  | active      = 22
  | recovery    = -
  | total      = 26
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description =
A flying elbow.
* Usually used as an early air-to-air. Besides that, it does not do much.
}}
}}


Rugal 62 - standing close fierce<br>
=== <span class="invisible-header">j.MP</span> ===
77 - standing far jab<br>
{{MoveData
79 - standing far roundhouse<br>
| name    = Jump Strong
62 - second hit of low fierce (the part that goes really far)<br>
| input    = j.MP
77 - overhead low jump roundhouse
| subtitle = Jumping Medium Punch
| image    = CVS2_Rugal_jMP.png
| caption  =
| linkname = j.MP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = 1100
  | stun        = 11
  | cancel      = None
  | guard      = High
  | parry      = High
  | startup    = 7
  | active      = 7
  | recovery    = -
  | total      = 14
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | 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.
}}
}}


=== <span class="invisible-header">j.HP</span> ===
{{MoveData
| name    = Jump Fierce
| input    = j.HP
| subtitle = Jumping Heavy Punch
| image    = CVS2_Rugal_jHP.png
| caption  =
| linkname = j.HP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = 1400
  | stun        = 14
  | cancel      = None
  | guard      = High
  | parry      = High
  | startup    = 5
  | active      = 6
  | recovery    = -
  | total      = 14
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | 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.
}}
}}


ROLL DATA<br>
=== <span class="invisible-header">j.LK</span> ===
Rugal      120 [27/2U/4R]<br>
{{MoveData
An average roll. Which means it sucks, btw.
| name    = Jump Short
| input    = j.LK
| subtitle = Jumping Light Kick
| image    = CVS2_Rugal_jLK.png
| caption  =
| linkname = j.LK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = 600
  | stun        = 6
  | cancel      = SP
  | guard      = High
  | parry      = High
  | startup    = 4
  | active      = 22
  | recovery    = -
  | total      = 26
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | 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.
}}
}}


=== <span class="invisible-header">j.MK</span> ===
{{MoveData
| name    = Jump Forward
| input    = j.MK
| subtitle = Jumping Medium Kick
| image    = CVS2_Rugal_jMK.png
| caption  =
| linkname = j.MK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = 1000
  | stun        = 10
  | cancel      = None
  | guard      = High
  | parry      = High
  | startup    = 7
  | active      = 7
  | recovery    = -
  | total      = 14
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | 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.
}}
}}


DASH <br>
=== <span class="invisible-header">j.HK</span> ===
Rugal        65/0     85/11.3<br>
{{MoveData
One of the best dashes in the game. Short distance yeah, but it's the speed that makes it deadly. He can dash twice in the time it takes a lot of characters to dash once. Consider ending light strings with dash forward throw. Use this to travel very quickly towards opponent. Link them together nicely and you'll get the "oh snap that looks cool" effect and some nice pressure in.
| name    = Jump Roundhouse
| input    = j.HK
| subtitle = Jumping Heavy Kick
| image    = CVS2_Rugal_jHK.png
| caption  =
| linkname = j.HK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = 1500
  | stun        = 15
  | cancel      = None
  | guard      = High
  | parry      = High
  | startup    = 10
  | active      = 12
  | recovery    = -
  | total      = 22
  | advHit     = -
  | advBlock    = -
  | invul      = -
  | 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 ==
=== <span class="invisible-header">Scorpion Deathlock</span> ===
{{MoveData
| name    = Scorpion Deathlock
| input    = Near Opponent, 4/6HP
| subtitle = Punch Throw
| image    = CVS2_Rugal_Pthrow.png
| caption  =
| linkname = Scorpion Deathlock
| data  =
{{AttackData-CvS2
  | version    = Close {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = 2000
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = 3
  | active      = 1
  | recovery    = 13
  | total      = 17
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description =
* Has average range at 52px.
* Usually Rugal's preferred throw due to better corner oki.
}}
}}


 
=== <span class="invisible-header">Hip Toss</span> ===
RUN<br>
{{MoveData
Rugal     8.5<br>
| name    = Hip Toss
Average. He shifts his hitbox way forward though. So expect to be smacked now and then.
| input    = Near Opponent, 4/6HK
 
| subtitle = Kick Throw
| image    = CVS2_Rugal_Kthrow.png
| caption  =
| linkname = Hip Toss
| data  =
{{AttackData-CvS2
  | version    = Close {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = 2100
  | stun        = -
  | cancel     = -
  | guard      = -
  | parry      = -
  | startup    = 5
  | active      = 1
  | recovery    = 13
  | total      = 17
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description =
* Has average range at 52px.
* Can be used over punch throw midscreen.
}}
}}
== Special Moves ==
== Special Moves ==


qcf+P
===== <span class="invisible-header">Tiger Shot</span> =====
{{MoveData
| name    = Reppuken
| input    = {{Motion|236}} + {{Icon-Capcom|P}}
| subtitle = 236+P / QCF+P
| image    = CVS2_Rugal_236P.png
| caption  =
| linkname = 236P
| data  =
{{AttackData-CvS2
  | version    = LP
  | subtitle    = {{Motion|236}} + {{Icon-Capcom|LP}}
  | damage      = 800
  | stun        = 8
  | cancel      = None
  | guard      = Mid
  | parry      = Mid
  | 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      = -
  | recovery    = 40
  | total      = 55
  | advHit      = -5
  | advBlock    = -5
  | invul      = -
  | description =
Rugal throws a grounded fireball that travels along the ground.


LP 800 -4/-4 15/40
* 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.
MP 900 -5/-5 15/40
* 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.
HP 1000 -5/-5 15/40
* 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.


The slowest ground projectile in the game. It also doesn't really help that it comes out behind him. It will never hit on the first frame that it's out (unless they roll through you or something), so take into account the few frames it takes for it to travel, that means even a hp repu is perfectly safe on block even if they're extremely close to you.
<br>
 
}}
Unfortunately, that's not all that helpful, cuz you want to use lp repu for the big frame advantage, and also, many characters can punish ANY repuken by trading in their favor on reaction, even if the repu is RC'ed.
}}
 
The most critical use is to predict a cammy st hk and RC through it safely to discourage pokes. That is, use this to replace psychic DP. And I mean psychic, as in not in between strings or any case where you're almost assured to hit a RC godpress.
 
Overall the frames aren't so bad, so don't hesitate to use this or cancel normals into it during strings. Just be warned that just about anyone can punish you in between the normal and the repu without RC or even an aerial special. A poke that reaches is enough. And from a max range normal, they have enough time to jump over this, so use at your own discretion.
 
The only person with a worse ground projectile than Rugal, in my opinion, is Iori.
 
RC lp repu is also a decent last ditch anti air, used almost exactly like Guile RC lp sonic booms. They'll land on it for some chip and you can guard string them afterwards. Better to take 1300~1600 damage with his normal anti airs though.
 
---------
 
hcf+K
 
All versions
1100,1000 knockdown/0 19/63
 
Leaving you at 0 frames, this is a sick meaty. RC reflector on wakeup is his (much crappier) version of RC lightning. In the corner, like A-Blanka can turn RC lightning into free CC, Rugal can turn this into a free Genocide Heaven (any level). If you're using him in C, that means 9k damage.
 
I don't believe he can setup his CC from this, however.
 
People also love to cancel this off meaty st mks. If the mk CHs, this will combo. Otherwise, it'll leave you in a good position to continue the guard string.
 
---------
 
dp+K
 
All versions have no upper body invincibilty frames.
 
LK 1100+400,400 knockdown/-22
6/10/31
11 frames feet invincibility
 
Other than for style, never touch this move except for the lk version, and use that sparingly. I can only think of 2 decent uses for this, and that is if you ever find Rugal with no meter, instead of c lks -> super, do c lk -> st lk -> lk genocide cutter IF you want a knockdown. In most situations, you'll only get the second hit (the 400 damage one), totaling a whopping 1k damage (yay, a medium). More on no meter options in later sections...
 
The other use, which is far more practical, is off a low jump coffin kick (hk). 6 frame startup isn't all that great, so you really gotta cancel it as early as you can.
 
The third use of this is to DP in between lows if you don't have RC. It's not that bad, because this includes Blanka's lk/mk, Sagat's lk/mk, Geese's hk, etc. RC repu is always better, though. RC godpress if you're very sure it'll hit.
 
---------
 
hcb+P
 
All versions have 13 frame startup, -23 on the block.
 
His trademark move in this game. 13 frame startup and -23 on block is horrifically bad frames, so do not use this move unless it's GUARANTEED to hit. More so than other combo specials. Because of the bad startup and general slowness, it will NOT combo off a far away c mp/mk. I can't think of any situation where you'd want to do this off a c mp, but generally, for the c mk, it'll combo is half your leg is inside them.
 
Because of the slow startup, only RC this on hards or slow mediums that you know they're gonna throw. Also, because of it's very low hitbox, I would not suggest RC godpress to antiair (the only exception is far sagat j/lj hk).
 
I don't remember exactly how much damage it does, but it's huge. This also sets up his combo for every groove. Super grooves, free genocide heaven. Try to wait til they're as low as possible to get the maximum hits (level 1 should always be able to get 3 hits, the others I don't remember, but if you really must find out, do them from a reflector and you'll always get the maximum hits). For his CC, you'll want to activate early since his st hk is a little slow.
 
Whether you super them or not, this will corner the opponent, no matter where they were before. If you're cornered and desperate, an RC godpress can reverse the situation instantly. This gives Rugal a decent edge in space control.
 
==Supers==
 
Rugal's Supers:
 
Genocide Heaven
 
qcf, qcf+K
 
Comes out very fast. The frame data is oddly missing, but it seems like 1 frame startup after freeze. Not very strong, but very high juggle potential. Tack these on after a godpress or grab super.
 
His trademark C cancel is level 2 this -> dive punch -> level 1 this in the corner.
 
From midscreen, it's uses become very limited. If you only have a level 1, 2 c lks into this, because a level 1 grab super won't combo.
 
Also, use this from a hit confirmed low jump instead of his P super, as this is much faster, so you will not have to do his coffin kick very deep. Also gives you more time to hit confirm.
 
If meter is available, ALWAYS tack this on to any godpress/p super.
 
Be warned, level 2 grab -> godpress -> level 1 DOES NOT work. This is because the first hits only have a juggle potential of 2, but his running grab is 2 hits, and you grabbed them out of the air instead of the ground (like in normal situations). Meaning you have exceeded the juggle potential of the first hit, and the others won't come out fast enough to pop them back up. So it'd just whiff. A shame, Rugal would be even more sick than he already is if he could do that.
 
---------
 
Gigatech Pressure
 
qcf, hcb+P
 
The huge damage super. One of the strongest in the game (in the same league as Shun-GokuSatsu, Gigaton Blow, etc). Unfortunately, it's plagued with the same problem as his regular grab. It's incredibly slow.
 
A level 1 is hardly faster than his normal grab. My suggestion, never use his level 1 grab super (except for level 2 grab -> level 1 grab).
 
His level 2 can combo off a far lk cancelled as soon as possible, but will have difficulty from a max ranged one. Cancel it off a st lk as that stuns 2 frames longer. Might have trouble comboing off an absolute max range non CH st mk, nothing to worry about. If possible, use this over his level 3. Also, I suggest cancelling it into the normal grab only, as his level 1 super grab isn't much stronger, and Rugal with no levels poses very little threat.
 
His level 3 is what you use most of the time. Trusty and very intimidating. It can punish a blocked Blanka ball, however, this requires very tight timing (almost reversal). Will never fail to combo off any lk. Rugal's game is largely based on landing this in most grooves. Very crucial that you can combo this off lks on reaction at any time.


DO NOT anti air with ANY of his P supers, as they have an even lower hitbox than his normal grab. Not even Sagat j hks.
== Colors ==
[[File:Rugal_CvS2_colors.png]]


While a level 3 can combo off low jump coffin kick, it's hard and you have to do it relatively deep, losing the nigh instant overhead property that makes it so deadly. But it's not so bad. Just puts it on par with most character's low jump -> supers.


= The Basics =
{{Navbox-CvS2}}
== Bread and Butter Combos ==
[[Category:Capcom vs SNK 2]]
==Openings==
[[Category:Rugal]]
== Super Combos ==
== Custom Combos ==
= Advanced Strategy =
==Matchups==
==Random Tricks/Notes==

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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