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 fence custom 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.
<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 Standing LP ''500 dmg'' +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 Standing MP ''1100 dmg'' -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 Standing HP ''1300 dmg'' -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 Standing HP ''1100 dmg'' -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]
|-
|}


'''Crouching LP ''400 dmg'' +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 ===
'''Crouching MP ''1000 dmg'' -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
'''Crouching HP ''400+1200 dmg'' (2-hits) -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 Standing LK ''600 dmg'' +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 Standing LK ''500dmg '' +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 Standing MK ''1200 dmg'' 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.
* Has a slow 4-frame startup, and can be ducked by most characters.
}}
}}


'''Far Standing MK ''1100 dmg'' -10/-10<br>'''
=== <span class="invisible-header">5MP</span> ===
5/5/27<br>X/X/O<br>
{{MoveData
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.
| name    = Far Strong
---------
| 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.
}}
}}


'''Close Standing HK ''1300,1100 dmg'' -9/-9<br>'''
=== <span class="invisible-header">5HP</span> ===
4/7/26<br>X/O/O<br>
{{MoveData
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 God Press.
| name    = Far Fierce
---------
| 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.
}}
}}


'''Far Standing HK ''1500,1300 dmg'' -8/-8<br>'''
=== <span class="invisible-header">5LK</span> ===
10/8/24<br>X/X/X<br>
{{MoveData
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.
| 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.
}}
}}


''' Crouching LK ''300 dmg'' +2/+2<br>'''
=== <span class="invisible-header">5MK</span> ===
o/o/o<br>
{{MoveData
3/4/9<br>
| name    = Far Forward
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.
| 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.
}}
}}


'''Crouching MK ''1000 dmg'' -4/-4<br>'''
=== <span class="invisible-header">5HK</span> ===
x/o/o<br>
{{MoveData
5/7/19<br>
| name    = Far Roundhouse
Decent poke. Ok for comboing into godpress. Be warned, far c mks will NOT combo into godpress.
| 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.
}}
}}


'''Crouching HK ''1500 dmg'' [Knockdown]/-9<br>'''
=== Close Standing Normals ===
x/o/o<br>
6/4/29<br>
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.
---------


'''Jumping MK ''1000 dmg''<br>'''
=== <span class="invisible-header">clHP</span> ===
7/7<br>
{{MoveData
Cross-up attack. Decent range. Also an ok angle for non crossups.
| 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.
}}
}}


---------
=== <span class="invisible-header">clLK</span> ===
{{MoveData
| 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.
}}
}}


'''Jumping HP ''1400''<br>'''
=== <span class="invisible-header">clMK</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    = 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.
}}
}}


'''Jumping HK ''1500 dmg''<br>'''
=== <span class="invisible-header">clHK</span> ===
10/10<br>
{{MoveData
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.
| 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.
}}
}}


---------
=== 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.
}}
}}


'''ALL OTHER JUMPING NORMALS'''
=== <span class="invisible-header">2MP</span> ===
<br>
{{MoveData
First off, they're useless.  
| 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.
}}
}}


That said, Jumping 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/Zangief, 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">2HP</span> ===
{{MoveData
| name    = Crouch Fierce
| input    = 2HP / cr.HP
| 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.
}}
}}


Jumping LK is a shining wizard that may even be less meaty. You can do Jumping Forward LK to antiair for style and start doing Keiji Mutoh poses. I hold no responsibility for possible subsequent IRL brutalizations afterwards. Otherwise, Jumping HP is better in every way.  
=== <span class="invisible-header">2LK</span> ===
{{MoveData
| name    = Crouch Short
| input    = 2LK / cr.LK
| subtitle = Crouching Light Kick
| 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.
}}
}}


His Jumping MP's only use is for heiling to Hitler. It's a jumping upwards version of his Standing 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 Jumping MP.
=== <span class="invisible-header">2MK</span> ===
{{MoveData
| name    = Crouch Forward
| 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.
}}
}}


---------
=== <span class="invisible-header">2HK</span> ===
{{MoveData
| name    = Crouch Roundhouse
| input    = 2HK / cr.HK
| subtitle = Crouching Heavy Kick
| image    = CVS2_Rugal_2HK.png
| caption  =
| linkname = 2HK
| data  =
{{AttackData-CvS2
  | 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.
}}
}}


'''HP Throw'''
=== Jumping Normals ===
2000 damage
=== <span class="invisible-header">j.LP</span> ===
52 pixels
{{MoveData
3 frame startup<br>
| name    = Jump Jab
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...).
| 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.
}}
}}


'''HK Throw'''
=== <span class="invisible-header">j.MP</span> ===
2100
{{MoveData
52 pixels
| name    = Jump Strong
5 frame startup
| input    = j.MP
2100 damage<br>
| subtitle = Jumping Medium Punch
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_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.
}}
}}


from buktooth's system's faq on gamefaqs:<br>
=== <span class="invisible-header">j.HP</span> ===
79 - Raiden<br>
{{MoveData
78 - Geese, Chang<br>
| name    = Jump Fierce
77 - Zangief, Sagat
| 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.
}}
}}


72 - Eagle<br>
=== <span class="invisible-header">j.LK</span> ===
'''71 - Rugal''', Yamazaki, Benimaru<br>
{{MoveData
70 - E.Honda<br>
| name    = Jump Short
69 - Dhalsim, Terry<br>
| input    = j.LK
68 - Kyo, Joe<br>
| subtitle = Jumping Light Kick
67 - Guile, Balrog<br>
| image    = CVS2_Rugal_jLK.png
66 - Blanka, M.Bison, Kyosuke, Todo<br>
| caption  =
65 - Ryo<br>
| linkname = j.LK
64 - Ryu, Ken, Akuma, King, Dan, Rolento, Haohmaru<br>
| data  =
63 - Vega, Cammy<br>
{{AttackData-CvS2
62 - Morrigan, Yun<br>
  | 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.
}}
}}


61 - Chun Li, Sakura, Mai, Kim, Vice, Yuri, Nakoruru, Rock, Hibiki<br>
=== <span class="invisible-header">j.MK</span> ===
60 - Maki, Iori, Athena
{{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.
}}
}}


'''Rugal <br>'''
=== <span class="invisible-header">j.HK</span> ===
62 - standing close fierce<br>
{{MoveData
77 - standing far jab<br>
| name    = Jump Roundhouse
79 - standing far roundhouse<br>
| input    = j.HK
62 - second hit of low fierce (the part that goes really far)<br>
| subtitle = Jumping Heavy Kick
77 - overhead low jump roundhouse
| 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.
}}
}}


'''ROLL DATA<br>'''
=== <span class="invisible-header">Hip Toss</span> ===
Rugal      120 [27/2U/4R]<br>
{{MoveData
An average roll. Which means it sucks, btw.
| name    = Hip Toss
 
| input    = Near Opponent, 4/6HK
 
| subtitle = Kick Throw
'''DASH <br>'''
| image    = CVS2_Rugal_Kthrow.png
Rugal        65/0     85/11.3<br>
| caption  =
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.
| linkname = Hip Toss
 
| data  =
 
{{AttackData-CvS2
 
  | version    = Close {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HK}}
'''RUN<br>'''
  | subtitle    =
Rugal     8.5<br>
  | damage     = 2100
Average. He shifts his hitbox way forward though. So expect to be smacked now and then.
  | 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 ==


'''Repuken<br>'''
===== <span class="invisible-header">Tiger Shot</span> =====
qcf+P
{{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<br>
* 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<br>
* 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.
 
---------
 
'''Dark Barrier<br>'''
hcf+K
 
All versions<br>
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.
 
---------
 
'''Genocide Cutter<br>'''
dp+K
 
All versions have no upper body invincibilty frames.
 
LK 1100+400,400 knockdown/-22<br>
6/10/31<br>
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.
 
---------
 
'''Godpress<br>'''
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 if 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.
 
---------
 
'''Dark Smash<br>'''
air qcf+P
 
Eats projectiles and keeps going (not supers though). Godly priority. LP comes out quite fast, while HP takes an eon. Do not bait DPs with this. However, HP may be good enough to bait a Direct Lightning and Tiger Cannon.
 
Most characters in the game very SEVERE trouble antiairing his dive punch. He has to reach a certain height before it can come out though. Also, cannot be done off a low jump.
 
To make the list shorter, these are the people who can antiair him: anyone with an INVINCIBLE AA special + Ryo (who's is close enough to invincible anyways), clawVega c hp, Chun Li c mp (!!!), Maki c hp, Eagle c hp/st mp, Hibiki st hp (both), Haohmaru c hp
 
Everyone else must hit it early. Don't worry about Chun Li, no one would think of anti-airing with c mp anyways. So it's safe to spam on her all day. Basically, only invincible or weapon antiairs (cuz weapons don't conduct electricity apparently...).
 
If the other guy falls under the list of unable to antiair it, ABUSE IT TO DEATH. The stun is huge and ground recovery is very quick. If they JD it, you get free c lks (similiar to the JD deep Sagat j hk -> eat hotfoot super situation). Free 8-10k damage.
 
Even blocked, press c lk cuz you still get frame advantage even if you hit them at standing Sagat chest level. I'd aim for standing Sagat torso level, so I'm put at point blank with enough frame advantage that they don't have time to reversal me.
 
Also part of his trademark C-cancel.
 
If you hit someone in the corner with this, it's as if you hit them with a godpress. They are jugglable, so tack on the Genocide Heaven(s).
 
If they start trying to react to you doing the dive punch and try to j hp you, just j hp them back the next few times you jump. It allows Rugal to pressure the opponent from the air by combining the threat of this, his j hp air to air, his coffin kick, and empty jump -> 3 frame c lks/2000 P throw.
 
It even beats the mighty Rock st hk. He can counter you instead, but with that crappy ass counter of his, you can just do a mp one and he'll be out of his countering frames already. Not to mention the empty jump, or his fast recovering j hp whiff to psych out.
 
Keep in mind who has dps that aren't invincible and you should get at least 1 free dark smash when they try to antiair you (Kyo comes to mind...and ironically, Rugal)
 
---------
 
'''Kaiser Wave<br>'''
f, hcf+P
 
Big ass fireball. I mean like, Rugal height sized almost. I'm not sure if slides and spiral arrow even go under it (will test over spring break maybe).
 
Also the strongest normal projectile in the game (1600 uncharged, 2000+ fully charged). Moves very fast, but has very bad recovery. Only use it at full screen or almost full screen, and only if they don't have roll (or if their name is Cammy or Chang, and anyone else with an extremely bad roll). Very good vs K and P grooves, since they pretty much have to block or try to JD/parry it. Because of its speed and the slow jump frames of K/P, they will have an especially hard time clearing it, especially if they have a slow jump to begin with (Sagat comes to mind). The recovery is quite sluggish, so don't do it on someone like Balrog with meter. But generally, if you ever find yourself full screen, it's free chip. Use sparingly and with discretion. Generally a bad idea to use it against anyone with a fullscreen super and meter for it.
 
If you do it on raged Sagat, for example (for whatever reason...), don't charge it at all, otherwise they WILL tiger cannon you. But generally, it comes out fast enough and is a rare enough move that they won't super you before the fireball hits if you just tap it.
 
The speed difference between lp/mp/hp is very small, so I suggest hp in most cases. Use lp if they have roll, does not have a RC to hit you through it, and their roll is relatively sluggish. Better chance for it to hit meaty if they decide to roll before you release.
 
==Supers==
 
 
'''Genocide Heaven<br>'''
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<br>'''
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. iIf you do go for it, it must be done very deep.
 
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 =
== Bread and Butter Combos ==
 
Rugal unfortunately does not have a lot of this. Look at his super combos first, as those are far more important. But these are his last ditch options without meter...
 
'''DAMAGE BnB<br>'''
c lk -> c lp -> c mp<br>
1700 dmg
 
Usually his strongest BnB. Also a good guard string. Can cancel the c mp into repu for more chip. It leaves you at -1, so you can either st mk and hope for low crush after, or if you don't think they'll press anything, c hk. st hk if you believe they're gonna jump afterwards.
 
'''KNOCKDOWN BnB<br>'''
c lk -> st lk -> lk genocide cutter<br>
1000 or 2200 dmg (depending on how many hits of dp you get)
 
The only time you can even fathom of getting both hits is off a cross up j mk. You must be point blank at the first c lk. It's a pretty strong combo when you do it though, 3200 total. Not too shabby. But generally, it's good because it gets you the knockdown so you can play wakeup games. It may also work off a standing Sagat upper torso level dive punch.
 
'''WAKEUP COUNTER HIT PUNISH BnB<br>'''
point blank meaty c/st lp -> st hp -> godpress<br>
~3800 dmg
 
His st lp is probably his second best meaty, if nothing else because it becomes a decent margin'ed link into st hp. So sub that in if you think they're gonna stand up or cannot crouch it. The impractical part is the short time to hit confirm, and nothing perfectly safe to cancel into if blocked. HP repuken is your best bet if blocked. Otherwise, huge damage and corners AND knocks down.
 
'''DIZZY BnB<br>'''
far lp repuken -> sj hk -> st hk -> godpress<br>
~5600 dmg
 
'nuff said.
 
== Guard Strings ==
 
'''WAKEUP MEATY GC<br>'''
cl st mk -> lk, c mp, or c hk -> (repu)
 
Cancelling into repu is never safe. If you do a lp repu, you can dash/run forward after them for another c mp/c hk.
 
'''BLOCK CONFIRM GC<br>'''
c lk xN -> c hk -> (repu)
 
If you see c lks get blocked when going for super/BnBs.
 
'''WAKEUP MEATY GC 2<br>'''
cl st mk -> reflector -> c mp, c mk, or c hk -> (repu)
 
Reflector leaves you at 0 frames, so you may want to sometimes press nothing after. Beware of 2 framers.
 
'''CORNER GC ENDERS<br>'''
(far c mp, c/st lk) -> c hp or st hk
 
This is to hit jumpers.
 
'''RSX's CORNER GC<br>'''
fp throw , lp reppuken, dash, c.mk xx reflector, c.lp, c.hk xx reppuken, c.hp
 
A variation of a similiar string done by this japanese guy. Ending c hp can be subbed for st hk vs non low jump grooves if you think they're gonna jump.
 
'''JAPANESE CORNER GC<br>'''
knockdown -> meaty RC reflector -> cl st mk -> reflector -> cl st mk/c mk -> lp repu -> c hk -> any repuken (preferably mp/hp, as you're pretty far now) -> c hp/st hk
 
A guard string I saw in a japanese match once. Probably his most damaging guard string. If I remember right, he put the guy down from full bar to blinking. Might also consider dashing after the last repu for c mp -> repu. The only problem is that it has a ton of openings for the other guy to RC/roll/super. Use with discretion.
 
'''JAPANESE "INFINITE" CORNER GC vs no reversal or high pokes<br>'''
c mp -> lp/mp repu -> dash/run -> (c mp -> repu -> dash/run) xN
 
In the video this was done on a Raiden with no meter. Because of the sick priority on c mp, the great frames repus leave you at, and his sick dash, this will work on any character without a fast high poke or ranged RC/invincible. lp repu -> run -> c mp will combo at certain ranges, so their only opening is after the c mp. Subbing a mp repu will tighten up that opening, and open a small window before the next c mp. Mix them up well and you're pretty solid. This works much better with run, as you can vary when you do the c mp also.
 
'''GENERAL GC ENDERS<br>'''
c hp, st mk, st hp, st hk
 
s.mk would be the best choice, since it can't be punished hit or block in all cases, whereas fast supers can hit both versions of fp, and since it has decent recovery vs random rollers.
 
See normals section.
 
==Openings==
 
'''s.fp'''<br>
A good move, but if rolled through Rugal can be punished bad. The recovery is especially bad, so it done to close it's a free hit for your opponent. Not to mention, hit or block, fast lvl 3's can hit him.
 
'''c.fp'''<br>
Same problem as s.fp, but faster recovery. Best used at max range. More damage. Because of the hitbox, generally better priority. Also pushes back further. Use this more. Still a free faster super for the other guy.
 
'''far st mk'''<br>
While statiscally, it has the same frame disadvantage as c hp, this is hugely because of its lack of hitstun. It's a much faster move, and unless the other guy is looking for it, they won't be able to hit you back.
 
'''lp repuken'''<br>
Every repuken is an opening for someone with run and a good poke. This is because it comes out behind him. Example,K-Cammy very far away can run in and st hk Rugal and bite the repu in her favor everytime he throws one. Even when RC'ed, this will still happen because the RC runs out long before it reaches them. Solve this with RC hp repus (which are still safe and give you good frames).
 
== Super Combos ==
 
'''THE BASIC COMBO<br>'''
c lk x2 -> st lk -> level 2/3 Gigatech Pressure -> (L2 cancel hp godpress, genocide heaven for N/S grooves) <br>
~8000 dmg
 
I wish I had a good excuse to put this at the beginning of this guide. This is the most fundamental and important thing to be able to do with Rugal. A huge part of his strength comes from being able to do beastly damage like that off hit confirmed c lks. Without being able to do this consistently on reaction, you cannot have a solid game with Rugal.
 
'''THE INFAMOUS C-groove 12k<br>'''
lp repu -> sj hk -> st hk -> hp godpress -> L2 GH -> dive punch -> L1 GH<br>
~12800 dmg
 
Just thought I'd list this second for the badass factor. His dizzy/GC combo. If they're close to being GC'ed, a good way to set this up is either hit a godpress or tick throw, distance yourself, meaty projectile (preferably repu). If you calculated it really good and know the repu is gonna GC, lp repu right after and get the full combo. Otherwise, use meaty lp repu, super jump after them and just do the combo. Unless you miscalculated quite bad, they should definitely be crushed by the st hk. Then you can wait and do st/c lp -> st hp -> godpress (or just st hk -> godpress, much easier) and go into the combo for about 11k of the max 12800ish damage. But really, this combo is more for being fancy than being practical. But it's good to be able to do this, because this, in most cases, will kill off any near full life character (hp ranges from 12800-15600).
 
'''The N-groove 12k<br>'''
activate -> lp repu -> sj hk -> c lk -> c lp -> c mp -> L3 GP -> L1 GH<br>
~12000+ dmg
 
See above, except this is what an N groover would do.
 
'''WHIFF or LOW CRUSH PUNISH/P-groove BASIC COMBO<br>'''
st mk -> L3 GP<br>
~8000 dmg
 
Basic after parry combo for P-groovers. Other grooves can set it up off a whiff or low crush. A way to pseudo hit confirm this off a low crush is to press it out of range when you think they're gonna do a low, and always try to cancel into super. If they do stick a low out, they get low crushed and supered. Otherwise you whiff a fairly fast move you probably won't get punished for. Example, N-Rugal manages to pin Blanka into the corner and begins run rushing. As his c hp would be too slow given Rugal's frame advantage on his lights, he'll most likely press one of 2 of his faster pokes, c lk and c mk. Just when he thinks you're out of range and is about to run in again, you don't and press st mk -> super. He presses c mk and gets his foot stuffed by your foot and sees a super freeze and most likely dies afterwards. If he doesn't, he may see your poke, and press the only normal that would reach you at this point, c hp. The 7 (or was it 8?) frame startup and his mortal reflexes fail him and you block the c hp. Momentum gets reset to neutral.
 
'''DEAD METER COMBO<br>'''
c lk -> c/st lk -> L1 GH<br>
~3300 dmg
 
If you know 2 close c lks are gonna hit, you generally don't want to waste it cancelling into dp for a whopping 400 more damage. If you don't have a level 2 or 3 ready, I'd suggest you just use the level 1 and take the extra 2500ish damage right there, while it's guaranteed.
 
'''FREE GH SETUPS<br>'''
corner reflector, corner dive punch, any godpress<br>
~3500-9000 dmg
 
'''Midscreen dark smash in C-groove'''
 
Juggle with lvl 2 GH, cancel 3rd hit into god press. Worth doing if you desperate need damage or if it will kill them.
 
'''These are his other setups for his corner juggle.'''
 
CH cl st mk -> reflector combos and is safe, so you may consider that after a wakeup throw or 2 to set them up for a nasty punish for guessing a tech throw wrong.
 
== Custom Combos ==
= Advanced Strategy =
==Play Styles==
 
Below are some gameplans a Rugal player should consider.
 
'''ZONER/DEFENSIVE'''
 
The most recommended on SRK forums. Space them out, poke them, do some repukens and kaiser waves. He'll be a mini C-Sagat. Most recommended for C-Rugal and any anchor Rugal.
 
c mp range to a little farther than his c hp is the best defensive positioning for Rugal.
 
'''GUARD CRUSH/RTSD'''
 
If you're using him in the user position, you probably would want to try this. The only problem is that a good number of characters are unrushable because they cover his offensive options too well (*cough*Cammy*COUGH*). However, because his fast dash and sick prioritied and powered running normals, he really isn't so bad at rushing. Combine it with one of the best lj hks in the game and a 1500 safe sweep, and corner GC strings that'll make even a Guile envious, this is an underrated option by many players. Yeah, Rugal's slower than most rushers. But he's not exactly Sluggy O' Speedless. He's also much stronger than most rushers, with huge damaged hit confirms off coffin kick or 3 frame long range c lks and a good frame advantage projectile, he's not too bad at it. Especially against characters slower than him, or when you really need the momentum, this works well.
 
With dash, you should be looking to do throw mixups into the corner to go into corner GC strings (or c lk super of course). With run, spray his appropiate poke crushes and use lp repus like mini-sonic booms. Because Rugal is so tall and his st mp comes out so fast, he should never have a problem keeping them grouded (unless they like being stabbed out of the air repeatedly for 1100).
 
From the air, you can inch in with long range lj coffin kicks (like Sagat), and mix in some dive punches.
 
The best positioning is that they're cornered and you're either in their face or at the proper range for his 12k combo (vary it into a GC combo). The latter will put you into the position of the former, where he can work his corner games revolving around RC reflector and lp repus.
 
==Grooves Breakdown==
 
There are 3 things that matter to Rugal's main playstyle, they are meter, dash or run, and low jump.
 
'''C-Groove'''
 
Tied for his best groove. He retains his RC and dash and has the best meter option available. C-Rugal is almost forced to play defensively/zoner for the most part (until you see openings to hit his combos of course). Without run or low jump, he has a relatively weak corner game cmopared to other Rugals, so cornering them isn't as much of a priority. However, if the opportunity arises (you hit super/godpress/good throws), remember he still does have a tough corner game with his RC reflector, meaties, and lp repus, and also the general spacing bonuses everyone gets over a corner opponent.
 
'''P-Groove'''
 
His other best groove, as shown by Namameso. Play him the same way in C, without the corner RC reflectors (do meaties/basic wakeup mixups instead). The deciding factor here is his low jump and parry threat. The low jump lets him have a sick high/low mixup, gives him another hit confirm into obscene damage, and also makes a stronger poke than c hp at a range. Every parry has to be turned into st mk -> super. The huge downside of P is that he'll only get one meter, and most likely one super per match due his problems getting meter. Parry threat is a lot weaker without super, reducing your options to a 1500 sweep at long range and c mk -> godpress for about 3000 a short range (as opposed to 9k from any). The sweep is nothing special over other P-characters, but the c mk -> godpress is humungous punish for a parry. Consider occassionally parrying a jumpin to drop their trip guard and c mk -> godpress them for a 3000 damage antiair.
 
Without RC to cover him, this weakens his rush game heavily (unless you start doing some crazy parrying). He does get the edge of having low jump and air parry. Though, zoner/defensive is still what you wanna stick with most of the time.
 
'''N-Groove'''
 
His third best groove. He has the best offensive options of all grooves in N. N defines RTSD for many characters, Rugal is no exception. He should look to guard crush with running normals, RC lp repus, lj hk, corner GC strings, and stock break. He will crush any character very quickly, and can then quickly break stock if for some reason it isn't already broken, and combo them for sickening 11k+ damage from the ground.
 
Because of this, he makes a very strong user (maybe anchor, if you're into rushdown anchors, but most don't recommend it). All his defensive options are still open to him, if not enhanced by his running.
 
The only downside is defensively, he won't be able to sit on a level 3, which is his biggest threat. Because of this, GC Rugal is more optimal.
 
Also, N has a LONG meter to get a level 1, so he also suffers from the 1 super combo rule of P to a lesser extent. Because of this, he must choose his stockbreaks with more discretion than other Ns.
 
N-Rugal is almost forced to play GC/RTSD, with his weak defensive threats. Also, this is to better control when and how you're using his stock breaks. His run is slower traveling than his dash, which takes away one option to setup his very strong 2000 P throws. While N is listed as his third best groove, it isn't that far behind C/P. It's only behind because of diminshed versatility in matchups, playstyle, and defensive threats (in short, unable to sit on 9k+ damage off lks/any mistake).
 
'''K-Groove'''
 
A nice gap between this and N. JD really doesn't help Rugal all that much, so basically he's N-groove stripped of rolling, level 1s, and when to decide to stock break. Rage, while it gives more bonuses than stock break, is guaranteed to make the other guy start running for his life if he's ever seen a Rugal level 3 before. He can get roughly 10k off c lks or godpress, it's about the same. He will have a very hard time landing a godpress under K-raged conditions, so hit confirming the first c lks into super becomes even more critical than normal. Rugal is decent at chasing down with N, but really, with all the holes in his offense, it's not that hard to avoid being hit with anything big if that's what the opponent really wants. Regardless, he still isn't bad as a ratio 1, especially in middle position. With some decent JDs and well playedness, using him wildly on the ratio 2 and hitting that super will give your anchor a tremendous lead, and then you can use Rugal's slightly improved zoning game (now with JDs) to stall for time and prevent them from getting back health.
 
To sum it up, it's a double edged N. Rage is better than stock, but his no rage damage potential completely sucks, and poses almost no threat. He simply doesn't gain the advantages other characters get in K, rather, he's like a double edged K character too. Really really sucky without meter, so dangerous when raged that everyone will run away.
 
'''A-Groove'''
 
A really really big gap between this and K. Except to suit other characters, Rugal gains no advantages from being in A-groove. He does a lot less damage than his other grooves and his CC is setup off his godpress mostly. Work very hard to hit a godpress for 8k damage in A, or 10k+ in C for less work, slightly more meter, and more versatility otherwise. Not to mention there are tons of better characters in A, and that he's not that great at gaining meter.
 
Just a very toned down C-groove. Rugal falls to lower mid tier in A.
 
'''S-Groove'''
 
The only people good in S are the ones with spammable level 1s. Rugal doesn't fit in that category. Like most people in the game, this is his worst groove. He especially sucks compared to other S characters because he's all about that one big money shot, not wasting hard earned c lks into 3k damage. And as always, he sucks when he's dead meter.
 
==Random Tricks/Notes==
 
'''Instant Overhead'''
 
His low jump hk instant overheads on crouching Sagats and taller (check height data above).
 
'''Pseudo Hit-Confirm Low Crush -> Super'''
 
Like Third Strike characters (and Kyo to a lesser extent), his st mk removes the front part of his ground hitbox, at the same time, has a hitbox there, effectively beating any low hitting limb clean 100% of the time. If you think they're gonna go for an almost max range low, press st mk -> super. If they press it, their foot will miss you (cuz you lifted your lead foot), you'll kick their foot and slam them into some walls. If they don't, you whiffed a decently fast normal they probably won't punish you for.
 
'''Wave Dash'''
 
His dash seems to have 0 frames of recovery after he stops moving and 0 frames of startup before he starts moving. The frame data on it would be 0/##/0, if you consider movement frames as "hitting" frames (NOTE: actual frame data unknown). This means if you link them perfectly, he'll resemble MvC2 Magneto.
 
The 0 frame recovery is also perfectly for dash up throws, c lks, meaties, RC, sweep, desperation dash in -> RC godpress, etc.
 
Example, you can do c lk -> wait -> c lk x2 -> dash forward -> throw/more c lks/RC, until you finally hit something. Obviously, it isn't foolproof.
 
'''Meaty Knee Fake'''
 
His close st lk and st mks look identical, however, their actual frame data is a world of difference. Obviously, the lk is tons faster and stuns a lot shorter. Use lk early to bait DP, or late for tick throw or Ken style delayed lk chains. Very good for mental pressure.
 
'''Effective Godpress Cancel Range'''
 
His godpress will always combo off a point blank c lk and his close standing mk/hp/hks. However, when cancelling from a c mp or mk (the most common cancel into special normals in any Capcom 2D fighter), you have to be careful, because on a non CH, it will not combo if your c mk leg is less than half inside the other guy on impact. A CH only gives you a slightly larger margin. Hitting a whiffed DP with a c mk -> uncombo'ed godpress is one of the worst mistakes you can make. The solution? Dash forward first or if you have run, run in for a close st hp (cl st hk only comes out at almost point blank). If neither of those are an option, either use the meter for at least a level 2 grab, do a godpress alone, or just sweep them for 1500+CH bonus.
 
'''Godpress Distance Properties'''
 
Depending on several factors, Rugal end up at a different distance from an opponent after a hit godpress. The further you are from the target and further you both are from the corner to be slammed, the further Rugal will end up. This is important because in certain cases, Genocide Heaven will NOT reach. There's also a sweet spot where it will reach, and allow you to cancel into a whiffed lk genocide cutter on the last ground hit, then hit them with both hits of a hk genocide cutter for a 2 levels only, more damaging and uberly combo video flashy C-cancel combo. A demo of this is available at Majestros's site (www.sonichurricane.com) in the reversal video.
 
'''Guaranteed c lks'''
 
Not really guaranteed, but because of the humungous hitstun on his dive punch, if it ever gets JD'ed at a proper distance (that is, you're not doing something retarded and aiming at a standing Sagat's head), you can hit them with c lks before they come out of JD stun (which unlike normal blocking, they cannot freely stand/crouch block).
 
'''Guile-style Anti-Airing'''
 
His normal antiairs aren't perfect (though work better than Guile's), and RC godpress to AA is very tricky to pull, putting yourself at great risk. So, if you have the lead and only need to turtle on it, and want to guarantee yourself that you won't take damage, throw a RC lp repuken. It works almost exactly like a Guile RC lp sonic boom anti-air, except since it's a ground projectile, it will never knockdown and is less effective. Rugal can, however, tag on a free normal after for a very nice damage anti-air.
 
'''The Better lk Cancel'''
 
His far st lk stuns exactly 2 frames longer than his c lk, and is 200 damage stronger. This is critical when cancelling into a level 2 grab super, because it will not combo if you cancel too slow or some too far. Therefore, when doing c lks -> super, always end the lk chain with st lk. Not only will it be more damage and safer, it means you've already inputted the qcf part of the motion, and therefore have less work the finish the cancel, essentially cancelling faster, making it even more safe.
 
'''Head Dodge'''
 
His c hp moves his head down and forwards, effectively removing his hitbox here. He's still pretty tall, however, there's one very critical use for this, and that's anti-airing a far Sagat j hk to the head. Rugal will duck the kick and reach under to stab Sagat in his back leg. May also work for other j hks with similar properties, though I can't think of any at this moment.
 
'''Magic Anti-Low Jump'''
 
His c mp, for some odd reason, seems to beat every low jump normal in the game clean timed right, except in the case of a Sagat lj hk to the head, in which case you use the above.
 
'''When In Doubt...'''
 
Press c mp. It comes out in a swift 4 frames and will stuff almost all lower mids, and decent trade with most mids. Unless of course, you think they're gonna go low. In which case, scroll up to the low crush trick.
 
= Matchups =
= VS. CHARACTER =
 
== Blanka ==
 
This is one of Geese's hardest fights. One of the first things that you'll learn is you can never throw a fireball at Blanka when he has a charge unless it is in a combo.  So that means no two in one off of your sweep or low forward at anything other than point blank range.  If you want to end your ground blocked combos with a fireball to add more guard bar damage, you will have to buffer it off of a low fierce, close fierce, or towards+fierce to make it safe, otherwise he can easily pass over it with his ball attack or ball super.
 
One very important thing is you have to force the Blanka player to play defensively.  It is important that you don't let him cross you up repeatedly or dash towards you recklessly.  If the Blanka player likes to cross you up a lot, you can walk back and low fierce him, or intercept him with jumping roundhouse or strong.  Another more difficult but more damaging way to stop crossups is to use Geese's very skinny standing hitbox to your advantage.  If you walk forward just a bit and remain standing, Blanka's crossup can't hit you, and if he presses the button in the air you can get a free low fierce xx super or jaienken on the frame when he lands.  This is difficult but it can be done and it will definitely make the other player think twice about using his crossup on you often.  If you don't think the Blanka player will press a button, then just start your normal pressure games after he lands.
 
Blanka's dash puts him in the air and when he touches the ground he has totally recovered, so in order to punish the dash you must hit him while he is still in the air.  This is bad news, since it means you cannot do a combo on him if you anticipate it and must simply accept one hit.  It is important not to let Blanka dash at you as this sets up a powerful mixup from him of either RC electricity, throw, or low short combo to super.  Another way to counter a dash in is with a vertical jump so that you come down on him with your forward kick, he will either be hit or at least forced to block it.  If he continues to mash electricity your jumping forward will usually beat it regardless.
 
Blanka's crouching fierce is longer in range than any move that you have, so its power against you on the ground is obvious.  Geese has several moves that actually beat it cleanly if you do them at the same time, including low forward, stand forward, and standing fierce, however the danger is since his move's range is longer, if you press these attacks attempting to stuff his fierce and he does not press fierce, you will often find yourself whiffing an attack and then eating a sweep or slide afterwards, or worse, low strong -> super.  So use these moves to make the Blanka player think about sticking out his fierce, but don't try to punch/kick his limbs too much because you will be killed for it.  The safest ways to punish this move are to try to make it whiff you and sweep him, or to JD it which will yield you either a free sweep or a free low fwd xx super if you are close enough.  Your standing roundhouse will also get you past this move, but only if you distance it properly so that the Blanka player cannot hit you out of the startup.  Or if you anticipate this move and jump forward you can attack him with your crossup.  Remember to do the 70 stun combo in this situation if you have meter since you will hit him crouching.
 
Blanka's low forward kick is very annoying also, as it recovers very fast making punishing whiffed ones very hard.  Your best normal to fight this with is standing roundhouse, since it has longer range and will always at least trade with the low forward from blanka as long as the hitting frames are out.  Properly ranged standing roundhouses will keep Blanka from pressing this button, as counterhit roundhouses both hurt a lot and give you a pretty good position afterwards to rush him more.  You can see from these 2 paragraphs that Geese's standing roundhouse is very useful in this fight against Blanka's ground game.  In fact your standing roundhouse would be a move that could really shut Blanka down if not for his back hop.  Just press roundhouse from just inside the roundhouse's range, which is just outside of the range of all of blanka's attacks.  By the time you get into the range where he can hit you, your roundhouse will have its active frames out and it will beat all of his attacks except the slide, which is a dangerous move for Blanka to be sticking out.
 
Blanka's slide bears mentioning as it is his only move that will beat the standing roundhouse when the roundhouse is fully extended.  If you block this move up close you can punish it very easily, from long range you must JD it to punish it on block.  You can also hurt this move badly by jumping over it, as it is laggy enough to give you a free crossup combo.  If you get this on Blanka, you will hit him crouching, so do the 70 stun combo and take him out.  Remember that if you see Blanka slide, that means he just lost his charge, you have a second or two where you dont have to worry about him anti airing you with his super or performing a vertical ball.
 
Blanka's back hop is one of the things that makes this fight difficult.  If not for this move Geese could use his standing roundhouse from the right ranges to really give Blanka a hard time, however all the Blanka player has to do is hop back when you press roundhouse and you'll whiff, giving him a free hit.  I've eaten low strong -> super many times because of this.  You will have to mix up your standing roundhouse approach with a running in approach in order to counter it.  If you run at him when you predict a back hop, then you can punish the hop's recovery with a move of your choice, like low fwd xx super, a sweep, or a low fierce xx Jaienken.  Another counter that Blanka players use against the roundhouse is to jump straight up on reaction and land with a combo, and if you run forward you can counter this also by running under and pressing low fierce.  So running in when he is looking for a stand roundhouse is usually a good idea, and vice versa.  If you don't want to or can't run to punish this move, you will have to simply let him escape and keep moving forward until you can take him to the corner, and then don't let him get past you.  Back hops near the corner are much easier to punish.  One of the things that makes Blanka such a good character to stop rush characters like Geese in this game is that this move forces you to run into him preemptively to really be able to punish it, so if you guess wrong you will find yourself running into his hits and taking alot of damage.  All you can do here is learn the opponent's patterns, and if you want to be totally safe about it just keep moving forward slowly until you corner him and then do everything in your power not to let him jump or hop past you.
 
Blanka has 2 very strong non meter anti airs against Geese, his vertical ball and his vertical jumping fierce.  If you jump in and Just Defend either of these 2 attacks, then you can immediately hit Blanka with a free air roundhouse or air fireball(for knockdown), so that is one good weapon you have against this, however these moves are very hard to JD as the Blanka player can vary the timing of his antiairs very freely.  One good thing is that he has no instant anti air except for his super, so if he has no meter you should be able to jump at him occasionally as long as you aren't obvious.  As for grounded anti airs, his best 2 in this matchup are standing fierce and the slide.  Unless perfectly ranged and timed, your jump forward will beat his standing fierce, and the slide will only work if you attack very early in your jump.  A deep jumpin or jumping in and blocking will both punish the slide very easily.  As for anti air supers, it is in your best interests to learn to JD his supers in the air.  The one hit super is pretty easy to JD but the rolling super is what most Blankas will antiair you with in K Groove instead.  Smart ones may try the shouting super also.  If you jump at a bad time you might need to JD at least a few hits of these to save yourself alot of damage.
 
Blanka's horizontal RC ball attack can actually give Geese some problems depending on your Groove.  If you don't have run, then you can't punish the ball if you block crouching without a level 3 super.  If you block standing then you can hit him with your standing roundhouse.  If you can run, then then best counter is usually to block then run forward and sweep, which will hit if you blocked low or high.  If Just Defended then you can hit Blanka with a combo after the ball.  A smart Blanka however will use the RC ball against Geese when they see you run forward or on reaction to your standing roundhouses, and in K Groove you have no way to stop your run and block the RC ball attack.  You can cancel your run into a high counter or a jab then block, but the ball is too fast to be able to depend on this to save you, especially if you dont expect it.  So this makes running toward Blanka difficult and dangerous.  If you fight a player that does this then your best bet is to fake offense from time to time to bait the ball, then JD it and take your free combo.  For example, run forward then cancel your run immediately with jab and get ready to JD the ball attack.
 
Low jump roundhouse is very fast and if ranged correctly very hard to anti air.  Geese has it easier than most characters as your low fierce will beat the low jump roundhouse every time, no matter the range.  So if the Blanka player is abusing this move, you can stop it.  The danger in this is that if the Blanka player sees you doing this, all he has to do is jump in with no attack and your low fierce will whiff, leaving you wide open for whatever he wants to do to you.  This is a guessing game that is not in your favor.  The safest way to anti air it depends on your range, at long range you can back up so it whiffs and then sweep Blanka when he lands.  Don't buffer that sweep into a fireball, as if you do that and Blanka empty jumped and blocked your sweep, he will have time to super or ball you.  If you just sweep alone then at that range he can't really do anything to punish it since he lost his charge jumping forward.  At close range(close enough that you will hit him even if he does not attack in the air) low fierce or Just Defense are the best options.  What you should really be trying to do is pressure him enough that he isnt able to jump towards you with this move at will, as if you spend the whole fight trying to react to him, you are destined to lose.  Another way to handle this attack is to jump to avoid it and come down with a crossup, since he will lose his charge and not really be able to antiair you in time.  This wont get you any free hits but it is probably the safest way to handle the situation.
 
RC electricity is safe when blocked and even gives Blanka a good frame advantage.  Try to JD this if you are forced to block it, as you can get a lot of rage meter that way, however if you are already raged DON'T JD it, as you are just wasting your rage time.  He can keep mashing it and youll be stuck there JDing forever.  The best way is to never get caught blocking this move if you can help it.  Your counter depends on the situation that Blanka is using it in.
 
If he is using it on you as you are getting up, there isnt much you can do except JD it and go for some meter, high counter, or level 3 super.  The first time you do it, the high counter will most likely work, but if the Blanka catches on he can fake the button presses and make your counter miss, causing you to take a lot of damage.  So use this sparingly.  More often than not you are just better off JDing in this situation.  The super can be baited in much the same way, but depending on how much rage you have left and other factors it might not be a bad idea to try from time to time also.
 
If Blanka is using it on his wakeup, or off of a dash in, then you have several options to punish this.  High counter of course, but this is very risky.  You can also throw him out of his RC electricity every time easily with your Kick throw, and this is the most common counter to electricity.  If you can space yourself so that the electricity whiffs you, then you can punish a whiffed electricity with anything you want.  Your timing on this will have to be very good to catch him in the few frames after his invincibility wears off, but before he can block, so practice it.  If Blanka whiffs the electricity close to you and you don't feel comfortable timing the punishing attack, then you can usually get a throw on him after the electricity wears off if your timing is good.  And of course your level 3 supers will beat it.  You can also jump up or do a crossup when you anticipate the electricity, and by the time you come down the invincibility will be gone and blanka will have to deal with your jump attack.  Against most characters Blanka can just keep mashing electricity to beat this but Geese's jumping forward can cleanly hit him out of electricity with proper timing, and will always at least trade.
 
If your opponent is using A-Groove Blanka, be very careful once his meter is charged.  His custom can hit you from very far away and does good damage.  If you block the custom he really isnt going to hurt you very badly, but if he has meter you have to attack more carefully so that makes things more difficult.
 
One weakness Blanka has is his very weak Counter Attack.  If you are about to guard break him and think that he will try to use this, you can just press repeated jabs and his slow counter will be counterhit by them if he tries to counter one of the jabs.  He cannot Counter Attack your Jaienken to avoid a guard break because he will start getting hit by it if he tries.
 
*Always buffer blocked fireballs off of fierce hits to avoid ball attacks
 
*Use standing roundhouse liberally from the proper range to get past Blanka's pokes, but be aware of the danger of the back hop
 
*If Blanka is looking for your roundhouse so he can back hop it or jump vertically, then you have an opportunity to run forward
 
*Punish blocked balls by running forward with a sweep or a standing roundhouse.  Fake runs in order to bait the ball attack if the opponent uses it to counter your run
 
*If you jump over Blanka's slide or low fierce and land a crossup, it is possible to perform the 70 stun combo on him easily
 
*Be alert for patterns and punish predictable back hops by running forward
 
*Blanka's main antiairs can be punished with immediate jumping roundhouse if Just Defended
 
*Low fierce will cleanly stop Blanka's low jump roundhouse but is dangerous if he does not attack and you miss.  Sweep the whiff of the low jump roundhouse at long range and at close range use your low fierce, or just jump to avoid it and force Blanka to block your jumpin
 
*JD RC electricity to gain meter, but do not bother to if you are raged already as it wastes time
 
*RC electricity can be punished if whiffed and thrown before it comes out
 
*Common moves that yield a free fierce xx jaienken combo, low fwd xx super or sweep if Just Defended within range: low fierce, low roundhouse, low strong, stand fierce, stand roundhouse, slide
 
== Sagat ==
 
Sagat's not easy.  Mainly because at mid range every form of offense that you can start up requires a small mistake from him to get started.  Up close your games are pretty much equal with Geese having a slight advantage due to his more damaging combos, but at mid range Sagat is still top tier whereas midrange/longrange Geese has no move that you can really challenge Sagat with.  Just like all of the top tier matchups except Cammy, Geese has to be very aggressive to win.  Use his fierces against him whenever you can and once you get him to hesitate on fiercing you in the grill you have to run right at him and put yourself in your sweet spot.
 
You really dont have any move that cleanly beats stand short, but that doesnt hurt badly and a little known fact about Sagat's short is it actually leaves him at -1 on hit or block. So if you can actually run into it so that after the hit you are in your attack range,  you can counterhit anything he does after with the proper timing.  If you JD stand short it is even possible, although difficult, to get a free jab, the move is alot laggier than it looks.  The reason people think Sagat has frame advantage after it is because it usually pushes the opponent back into the range where sagat's fierces or 2nd short will stuff whatever you do anyway.  Your own fierce will trade with his short too pretty often if you are in your fierce range.  If he really just spams the short kick then remember that if you can take the hit from it up close you get frame advantage, if you can JD it then you get huge advantage, and your own fierce can trade with it if you can get it out there in time.  Also if sagat has no super, dont be afraid to mid counter from time to time just to keep him thinking.  Risk/reward isnt so bad if he doesnt have meter, youll probably eat a fierce if you miss but if you hit youll do the damage of a fierce and put him on the floor next to you.
 
By use his fierce against him I mean you just have to be strong on the ground and a strong JDer.  If you JD stand forward or fierce then thats free sweep every time or low fwd -> super if you are in range, if you JD a low fierce or a low jump roundhouse then you can get frame advantage even though you get no free hits.  Be aware that although it requires nuts of steel you can run directly through his standing fierce and get a free combo.  If you can get him to stop using stand fierce recklessly then its a pretty fair fight, low fierce isnt so bad cause you can punish whiffed ones alot easier with your fierce or sweep and low fierce isnt that long of a range compared to your attacks, and up close sagat can die to geese just like anyone else.  Your standing fierce and low roundhouse are both longer range than his low fierce so if he whiffs one be quick about it and knock him down.  Your standing strong(far) will also cleanly beat the low fierce if you are at the tip of his fierce range.  You can do this buffered into a jab fireball for more pressure.  Be aware though that if he presses standing fierce instead when you do this youll get punched in the face.
 
Only other things are never ever hang out at the range where a jump roundhouse will hit you with the tip, move up closer so that if he jumps you can actually antiair him.  At tip of his foot range you have no antiair except a balls out high counter which you will find yourself getting supered for doing half the time.  If you can predict it or are fast enough your standing fierce will stop his low jump, but just take care cause if you are too slow reacting you will get kicked then supered.
 
*Low roundhouse xx Reppuken: safe at max range vs. non roll sagat without meter.  Vulnerable to low jumpins or tiger knee if too close and punishable by roll or super at any range.
 
*Moves that if just defended yield free jaienken combo, sweep, or low fwd-> super if in range: standing or close fierce, standing forward, standing strong, low or standing roundhouse.
 
*low fierce can be just defended giving you frame advantage, is outranged by both standing fierce and low roundhouse to easily punish whiffs, and can be stuffed by an well ranged standing strong which can then be buffered into a fireball for more pressure.
 
*low jump roundhouse can be just defended for free hits or frame advantage depending on depth of kick.  Low jumps can be stuffed with standing fierce if done quickly.
 
== Cammy ==
 
Cammy is the easiest top tier matchup that Geese has, but it is still Cammy so you must use caution and be on point.  The main reason you have an easier time with this fight is that unlike Sagat and Blanka, you can pressure Cammy at any range.  Her roll is very slow and her jump attacks are not overpowering, which gives you the upperhand in this fight with your projectile.  Unlike many other characters a blocked sweep into a medium reppuken is safe against cammy generally unless she has a level 3 ready.  If she jumps forward over the fireball in this case you will have time to antiair her attack easily.
 
The basic gameplan here is going to be to use your fireball very liberally.  Reppukens control the ground very effectively against Cammy and force her to jump, and Geese's attacks can easily anti air her at any angle.  If cammy jumps, then you can standing fierce her if she is in front of you and low fierce her when she is above you.  These moves will stop her low jump, normal jumpins, and dive kick as long as you time them properly.  Hold her back using these tactics and rush her only on your terms.  If you are close to Cammy you have to make sure you have the initiative, because a Cammy standing over you as you are getting up or running at you in fierce range is a very scary character.
 
If the Cammy player gets within her standing roundhouse range, then you can stop this move several ways.  You can stuff it with your low forward, Just Defend it and hit her with a sweep or low forward xx super combo, or punish a whiffed roundhouse with your own sweep.
 
If Cammy does get the initiative on you then you are going to be in trouble for a little while, as her rushdown with her incredibly fast fierces is probably the best in the game.  If any fierce hits she has plenty of time to confirm the hit and link a super, and if you whiff a move on her in an attempt to stop her from advancing stand roundhouse xx super is an easy and powerful whiff punisher.  It is important that you dont get flustered by her and maintain control of the match, you do have the advantage here but you can lose it quickly if you let her get in on you on her terms.  Make sure that any time you are in close range, that you are in control.  Cammy's close fierce is so fast, that even if you JD it, she can simply press it again and you can do nothing but block or JD again.  Her far fierce is very nearly just as fast.  Don't try to retaliate after JDing these moves, especially if her super is charged.  It only takes one mistake to lose a lot of life.  JD when you can to build some meter, and be on the lookout for throw attempts.  If you predict a throw then quickly use your close short and start a combo.  Close short is your fastest move and is the most reliable in stopping throw attempts.  The best counter to Cammy's fierces is just to never put yourself in that position by using your projectiles to set up your own rushdown opportunities and keeping control.
 
The way that a Cammy will beat you in this fight is if she can score a random knockdown, or if she forces you to block a jump in, usually a dive kick.  This will give her the initiative that she needs to start her rush on you and once Cammy has initiative up close every character in the game fears her.  Be on the lookout for these things.  Avoiding the dive kick will require you to think fast, but it isnt terribly difficult.  You have to anti air Cammy early in her jump, as once the dive kick is fully extended it can beat your anti airs.  Just press low fierce if she dives above your head and standing fierce if she dives out in front of you(if she is aiming at your feet) and you will always at least trade, as long as you are fast enough.  Be alert.
 
Cammy's fast walking speed can sometimes catch you napping and allow her to perform walk up throws on you to score her knockdown, so keep her under control and don't let her advance on you too easily.  DO NOT jump at Cammy unless you are prepared to Just Defend her uppercut.  There is no move in Cammy's arsenal that is laggy enough that you can jump over it and get an advantage, she will always recover in time to uppercut you, and to make it worse her uppercut has huge horizontal range so if you jump anywhere near her she can usually tag you.  If you are hit by Cammy's uppercut or her throws, it is usually ok to safe fall as long as you arent near the corner.  Her level 3 super can punish it, but it wont be for full damage and very hard to do on reaction.  It is recommended that you safe fall if you arent cornered since giving her a knockdown is very dangerous.  If you are hit with a Spiral Arrow or a punch air throw away from the corner then you still may want to safe fall unless she has a level 3 charged.  If she has a level 3 then she can roundhouse xx super your safe fall, so dont risk it, but she has no meter, I personally would rather eat the roundhouse in some cases than to let her knock me down and walk on top of me, depending on how the fight is going.  You can see from this that it is important not to let yourself get cornered, as this takes away your option to safe fall and makes her job alot easier.
 
If you just defend Cammy's uppercut in the air, then you have 2 options.  You can either immediately press roundhouse, or immediately hit her with an air fireball.  If Cammy is in a safe fall groove(which is usually the case as she is preferred in K) then take the roundhouse, but if not, or if she is near the corner, then sometimes the air fireball is better as that will knock her down, but do a little less damage.  Dont jump in with JD's too often, because Cammy does have an air throw and she can vary the timing of her uppercut quite a bit.
 
Spiral Arrow is a tricky move since at the perfect range, even if it is JD'ed it is safe.  However at the wrong ranges you can easily punish it.  Learn when you can and when you cannot punish this move.  You can also stop it cold with your fireball and standing forward kick.
 
Punish blocked Cannon Spikes by running forward and low fierce xx Jaienken or your sweep, depending on range.  Or of course if you have super ready, low fwd xx super.  Due to the bounceback of this move when blocked you have to run forward a bit to get a full combo on Cammy after you block it.
 
*Be patient and keep Cammy out using your projectiles and anti airs, and attacking when you get clear opportunities
 
*Safe fall is generally safe to use when not cornered or facing her level 3 super
 
*After air Just Defending a Cannon Spike you can score a knockdown by using your air fireball or connect a jump roundhouse
 
*React quickly to dive kick attempts and jumpins with standing or crouching fierce depending on range
 
*If being pressured with fierces, Just Defend as much as you can and keep an eye out for throw attempts to punish with your stand short combos.  If her super is ready then don't use your short unless you are absolutely sure
 
*Moves that can be punished if Just Defended: Stand roundhouse, low roundhouse.  She keeps frame advantage even if you Just Defend her close or far fierce, so do not try to retaliate after Just Defending these in most cases
 
*Your low forward can stuff Cammy's standing roundhouse if they are done at the same time
 
== Vega(claw) ==
 
A lot of people have problems with this match, but it really isnt that bad for K-Geese.  I feel like Geese is a counter character for defensive Vega and that he just has way more options than an offensive Vega does.  Looking at Vega's game plan, he wants to keep you out with long range pokes, jumping up and down, and rc claw rolls.  His damage comes from nickel and dime hits like strongs, slides, and anti air roundhouses.  He can combo his super off of low short and he has an okay custom but its nothing compared to the hurt Geese can cause off of one jab.  The big difference, though, is that the Vega player has less execution required of him, and therefore if you don't execute properly you can lose.  But Vega is weak to K-Groove in general(can't match the damage output and almost none of his attacks are safe when JD'ed), and Geese especially can give him a hard time.
 
One thing you don't want to do is throw fireballs too much or do low roundhouse xx fireball.  Vega jumps fast, and those are all free jump kicks for him.  You really dont need your projectile in this fight.  Any wall flying nonsense he does loses to jump strong or roundhouse, but a good Vega will barely use this move.
 
The first thing to deal with is Vega's pokes.  Common attacks youll see are low strong, stand strong, low roundhouse, and low forward.  All of those yield a free sweep or low forward xx super when JDed except low forward, and low forward gives frame advantage to you when JDed, not to mention that it is similar in range to many of your own pokes so it shouldnt be too abusable at all.  If you can't/dont want to JD then these will give you a harder time, but you can still fight with them.  His standing and crouching strong are both fast but if Geese is poking with him then you can beat them clean with like every button on the cabinet if the moves are done simultaneously.  Both those attacks are completely stuffed by your standing fierce, strong, low forward, and standing forward.  You can also trade with them with your sweep for a knockdown in your favor.  As for his crouching roundhouse, it is a laggy move but it does beat most of your common pokes.  It loses to pokes that Geese doesnt usually use, for example you can stuff it with low strong or more safely/usefully with your stand short.  Stand short stuffs the slide every time easily.  It will also usually trade with your standing roundhouse heavily in your favor.  You could also jump over it and land free combos or JD it as said before.  His low forward is the only move that is safe if JDed but you can outrange that with your standing roundhouse and sweep pretty easily, and this move is stuffed completely by stand short also.  The reason people get out poked by Vega is because they whiff moves out in front of him and he reacts with his attacks.  The moral of the story here is "don't kill yourself, make him kill you".  Just attack him.  Take a few hits, but get inside and work your counterhits and throws on him.  Feel him out, see how he reacts when you just walk up to him or run at him and dont be afraid to eat a couple hits here and there.  You know how to beat his pokes, and if he doesnt poke and instead walks back and forth trying to make you whiff him, dont fall for it, run right up to him and force him to poke with you.  If you can get him to trade hits with you and stop dancing around, you will win the ground game.
 
The next tactic that you'll have to deal with are his jumps.  Vega jumps very fast, and they like to jump up and down to waste time and force you to make more mistakes.  Luckily Geese doesnt care about that because you can stop every move that he has in the air with your jumping strong, so if the Vega is jumping up you have to react quickly with this move.  Low jump strong usually works best as it puts you in a better position afterwards.  Also you can jump in on him as he jumps up and time your crossup to force him to block it when he lands.  If he has air block, do the jumping strong anyway, even though he may air block it you will take off a good bit of guard bar damage that way since airblocks take more guard damage.  If you are sure he will airblock then use jumping fierce for 2 hits and tons of guard bar damage.  A raged Geese does 33% guard damage if the opponent airblocks a fierce.
 
As for his offensive jumps, this is probably actually the hardest thing you'll have to deal with.  At the right ranges Vega's jump roundhouse will stop your antiair fierce and his low jump is very fast.  If he jumps over your head your fierce will work wonders but if he jumps out in front of you, it will be often stuffed or at best trade.  The best tactic is, dont be at that range.  You have to be pretty far from Vega for him to get a clean jump in like this on you
using a normal jump, so don't be so far out.  You should be in his grill at virtually all times.  His low jump is a different story, that is really the hardest thing for Geese to deal with in the matchup.  Low jump roundhouse mixed up with empty low jump low short -> combo to super is very very hard to block.  Fortunately most people don't play Vega in a low jump groove, but if they do, you'll have to be crafty to counter it effectively.  Your low fierce wont work, it gets hammered by his low jump attacks, so dont try it, you are just kicking yourself in the face.  The best answer is to JD and then retaliate with your standing close short, if he pressed his roundhouse too early then that is a free hit and if he didnt then you'll still probably counterhit whatever he does afterwards.  Make sure and do something nasty if it hits him.  Another way to deal with this low jump is to jump up and down yourself from time to time, if you jump up as he does it then you can come down on him and make him block or get hit by your jumpin.  If Vega cancels his low jump recovery into a backflip, thats a free hit for you, take it.  But really the only easy way to deal with his low jumps is with JD, other than that it will require some guessing.  If he has a super ready be aware of the threat of empty jump low short.  Most importantly rush him hard enough that he doesnt have opportunities to jump towards you.
 
The next thing to be aware of are Vega's anti airs.  Usually Vega players like to press Roundhouse which works like a charm against most opponents.  Geese however can beat or trade with this move almost every time with an early jumping forward kick.  So Vega can't rely on this move to antiair you.  Also, if you JD this move close to him, you get a free roundhouse kick to his face.  Be aware of Vega anti airing you with his air throw, and make sure to kick a little early if you think he will try this.  Vega's low fierce doesnt work any better than his standing roundhouse.  If he is charged, he may go for a flipkick, and this is the only thing that will really work well.  However this isnt SF2 and this kick doesnt have invincibility frames, so if he doesnt do it fast enough it will lose also.  If he does do this quickly it will anti air you, so be wary of jumping too predictably when he has a charge.  If you JD both hits of this, then you can force him to block your jumpin afterwards.  The only thing he has left to try on you is his RC roll claw.  JD this and you can do a whole combo on him when you come down, not to mention getting hit by this out of the air barely even moves your life bar, so don't worry about it too much.  Basically the only way Vega can stop your jumpins reliably is by jumping up and down himself and air to airing you, if you can make him stay grounded then you can jump at him pretty liberally with Geese.  His Red Impact can be JD'ed pretty easily also if you can bait it on a jump, and his flipkick super does weak damage as an antiair.
 
The thorn in a lot of players' sides in this matchup is Vega's RC roll claw, and it is somewhat annoying to deal with but it can be handled and punished very severely if you predict it.  Your counter depends on the situation.  Wake up RC roll claws are very easy to seriously hurt with Geese, just hover around the opponent while he is down and jump vertically at the last moment.  If he does the RC, he will either recover right under you and get hit by a whole crossup combo if he does the Jab version, or if he does any other version he will be totally vulnerable to any run up combo you want to do to him from behind.  This is the most damaging and easiest way to counter this.  You can also use your HCB+Jab to counter it at close range or throw it during startup.
 
Roll claws from around low forward range can be handled the same way, the last upward hit of the roll claw totally fails to anti air Geese's jumping up forward kick.  It is also easier to react with a HCB+Jab at this range.  The only difference is you can't throw it from this far.
 
Roll claws from around the tip of Vega's low strong range are even easier to deal with, all of the above tactics work and also the invincibility of the move will have actually run out before it reaches you in this case.  The invinciblity of a RC rolling claw lasts until he finishes his first "bounce" on the floor.  After that, he is hittable, and Geese's stand fierce punches the rolling claw cleanly.  No matter what version he does, if you are at a long enough range that the first bounce of the rolling claw does not reach you, just press a well timed fierce for a free counterhit.
 
If Vega loses his mask, he becomes the weakest character in the game defensively.  To put in in perspective, an equal ratio Vega with no mask takes 100% damage from Geese's crossup 60 stun combo and dizzy followup.  Not many characters can say they have a touch of death in CVS2.  So if he loses his mask, that's even more reason to get in there and trade hits with him.  If you are raged, then fierce punch counterhits against him when he has no mask take off over 20% of his health.
 
Basically in this match, you have much better offense and you have the tools to penetrate all of Vega's best defense.  If you play his game and fear him, letting him dance out of your range and punish your mistakes, then you will lose, but if you get in there and trade hits with him, forcing him to press buttons without waiting for you to press them first, you can beat any similarly skilled Vega with Geese very handily.  Vega just can't take off 80% off of one jab the way that Geese can and he can't compete with your ability to guard crush and counterhit.
 
*your fierce, low forward, and stand forward all stuff Vega's strong punches, but be careful not to whiff moves in front of him recklessly
 
*you can stuff his slides with stand short or jump them and do a combo
 
*all his medium and heavy ranged normals except low forward are punishable when JD'ed
 
*if the opponent dances in and out of range, don't play along, walk or run up to him and make him fight you and don't fear eating a few pokes in the process, especially when raged
 
*Geese can stuff cleanly all of Vega's normal move anti-airs with jumping forward
 
*punish RC roll claws by countering, jumping vertically and landing with a combo, or pressing standing fierce after the first "bounce"
 
*if Vega jumps vertically react with your jumping strong, unless you know he will airblock in which case use jumping fierce
 
*low fierce will only antiair Vega if you are under him in a normal jump, if he is out in front you should JD or move out of the way.  Don't hang out this far from Vega often
 
*JD then press close short to counter low jumps, or try to jump to avoid them and retake momentum
 
== Sakura ==
 
This match is hard, probably the hardest one in the game for me at least if it is A-Sakura(which it usually is).  K-Groove already has problems with A-Sakura and Geese has an even harder time than most because even without meter Sakura has the tools to keep Geese out better than even some of the top tier characters.  Her stamina and damage output are low compared to yours, but you are going to have to rush her down mercilessly when her meter is empty and then be very careful not to get caught blocking her custom.
 
The first thing you'll run into fighting her is her roundhouse.  Geese does not have an easy answer for this.  All the moves you have that can counter it require you to whiff the move in front of her and try to hit her limbs, because her range is much longer than yours, and even if she whiffs this kick right in front of you punishing it with anything is pretty difficult.  It is also totally safe if Just Defended.  The one thing that helps though is that this move does the same damage as one of your mediums...but it is her roundhouse.  So it is recommended that you rush her and force her to react to you with this move, then you will get chances to trade with her using one of your knockdown moves and take control.  There are 2 moves that you'll use often in order to punish her standing roundhouse, and that will be low forward and towards+fierce.  Your low forward beats this move cold, but you have to press it at a range where the low forward wont actually contact Sakura's body(i.e. hitting her limbs).  So if you guess wrong and she doesn't press the button when you think, then you may get kicked in your recovery.  Use this from time to time to get her thinking about punishing whiffs, and then you can run in closer since they wont just be pressing roundhouse every time you walk towards them.  Your low fierce and standing strong and forward will also stuff her roundhouse if you put the hitting frames right in front of her sprite, and there is nothing that will get in her head more than hitting her limb with low fierce from a character width away and cancelling to super.  Don't be afraid to put those moves out there, it is ok to eat a few roundhouses because you whiff but just don't get dizzy and keep the pressure on.  As long as you mix up the timing of the attacks on your approach, she will have to think about when to press her button as every trade is in your favor, even when you trade a medium for her roundhouse because of your higher base damage.  You really have to kill her or wound her severely before she gets her meter, that is priority #1.
 
Another good move for this is towards and fierce.  Against top tier characters who can all poke -> super you and who all do comparable damage to you, this move really isn't that good to abuse except to crush guard, but against weaker damage characters like Sakura it is very helpful because even if you get poked for it a couple times, all you gotta do is trade with it once and you can make all that damage back and get a knockdown.  As long as the hitting frames of this move are out(14 frame startup) it will at least trade with anything that Sakura does.  It is also very meaty and will sometimes stay out so long it'll still hit the person after they think it has already whiffed.  If you trade with her using this move, it is heavily in your favor as this is one of the most damaging normal moves in the game, and it will knock her down.  Throwing this move out at just outside her roundhouse range and trading with her a couple times will also make her think about just sticking it out whenever you get close, and once you have her hesitating to press the button then you will get more chances to move in for the kill.
 
Properly ranged standing roundhouses will beat or trade in your favor with her roundhouse pretty convincingly, but be careful spamming this as her roll is very fast and you could eat a combo.
 
And the final approach is the most obvious but must be done sparingly or else you will really hurt yourself, jump.  If you jump right when she throws out this move, she won't have time to get her normal move anti airs out and she will be forced to block it, and then you are in your good zone.
 
Whatever you do don't let A-Sakura sit and throw roundhouses and dive kicks while you watch, always pressure her when she has no meter.  If you let Sakura charge her custom without challenging her, then you are giving the match away completely.
 
You cannot do low roundhouse xx Reppuken safely on Sakura unless she blocks it from the very tip.  She can always RC medium hurricane you in the face every time you do this any closer.  However since she knows this you may be able to do a blocked low roundhouse to bait her into the kick and then use your counter, as long as you do it sparingly.
 
Jumping in on Sakura is difficult at almost any angle.  Her low fierce and close fierce stop pretty much all of Geese's jumpins cold, her close fierce even hits behind her head and hits crossups.  Add that to her very short character sprite giving her plenty of time to react to jumps, and it makes jumping on her without a knockdown setup very difficult.  So unless you are jumping over a roundhouse or a RC fireball, jumping toward her is generally not advised.  Note you can often punish her anti airs after you air Just Defend, but be aware of her airthrow.  Her RC Jab uppercut can also be a problem, the only way to beat that antiair is to Just Defend, but this will only work if you jump out in front of her.  If the opponent doesn't use rc jab uppercut, then it is somewhat safe to jump out in front of Sakura as long as it is far enough away that low fierce won't reach you.  You may be able to get her to whiff a low fierce and take some free hits.
 
The next thing to be aware of are her RC's.  She has a good set of RCable moves, like her fireball and her hurricane kick.  The fireball will have to be contended with by jumping or throwing the startup, but if you guess right and jump as she does this move you can get a free combo.
 
Her RC hurricane can really give Geese a headache.  The roundhouse one connects on a crouching Geese for all the hits, and it is safe even if fully Just Defended.  In order to punish this move you are going to have to anticipate it a bit, but there are several ways to punish it depending on range.
 
If she uses it at point blank(as a wake up, to break out of your pressure strings)then you have 2 things you can do.  The most obvious is a high counter, but that will be total guesswork.  The other more rewarding thing to do is to randomly jump straight up during your pressure.  If you jump up when she does it, then you can come down and punish her with a combo, and if she does not do it when you think, then just come down with your forward kick and keep attacking.
 
If she uses it from roundhouse range as a poke, then both the above options work and also you can hit her out of it at long range.  Her invincibility runs out after her first kick, so if you are far enough away that that whiffs you you can just press low fierce and hit her out of the 2nd kick.  It is alot easier to reactively counter this move at poking range, also.
 
Her dive kick can make her somewhat hard to antiair.  If she dive kicks quickly, it is very hard to get your low fierce out there in time.  If you Just Defend a divekick from anywhere other than right at your feet, you can get a free punch throw or you can counterhit anything she might do after with your close short.  However be aware that this is a common setup for a custom combo.
 
Sakura's roll is very fast.  Be careful overusing fireballs or your laggier normals like standing roundhouse or low roundhouse from too close, and always be ready to punish her roll.
 
Sakura's custom combo is going to be what kills you in this fight.  If you even get caught blocking it, then you will take 60-70% damage, so in order to fight her custom you are going to have to totally avoid it.
 
Once Sakura gets her custom you will have to go into defensive mode.  Rushing and looking for counterhits is very dangerous when this custom is there, you can rush but then after one or two blocked hits jump away and try to bait the custom.  If you can make her waste her meter, then you can finish her off usually before she can get another.  The safest way to avoid a custom that you think is coming is to jump back, as she can't do anything to you if you do this.  Another riskier but more rewarding thing to do is to jump up, and try to hit her with a jumpin while she cannot block, but be aware that she can just switch to her anti air custom if she sees you do this.  Her anti air custom is alot less damaging, though, so this may be wise.  You can also HCB counter the first hit of the custom by inputting the HCB motion when you think she will do it, then if you see the flash just press your button immediately after it and you should counter her move(she usually starts her custom with her standing roundhouse, but some Sakuras start it low).  This same thing can be done with either of your supers, also.  Finally if you Just Defend the first hit of her custom, you will be able to HCB counter the 2nd hit or use a super before the 2nd hit, so if you must block then at least try to JD and give yourself a chance.  Don't anti air her with low fierce predictably, because she can jump in and activate through it.  Use jump back roundhouse to anti air more.  If you block/Just Defend a dive kick, be ready for a custom activation right afterwards.  It is best to jump away or up after blocking the dive kick so after she activates you are safely in the air, but you can also super or counter her if you are sure.
 
Be especially ready for the custom if you are raged, Sakura players will often wait till you are raged to use it as it wastes all your rage time.  Try to counter the custom with your super if you predict it.
 
*Don't let her charge meter, be very aggressive against a meterless Sakura
 
*Poke with her limbs occasionally with your towards+fierce, low forward, stand roundhouse, and low fierce, trading hits with her is in your favor and will help you get in closer by making her hesitant
 
*Jump over her standing roundhouse and RC fireball in order to get inside easily.  Jump vertically or counter in order to stop her RC hurricane, or low fierce it after the first kick misses
 
*Be aware of her fast roll and be on the lookout for it, especially if her meter is charged
 
*Antiairing dive kicks can be difficult with your low fierce depending on the range, try jumping back with roundhouse or Just Defending then throwing with punch or pressing close short for a counterhit
 
*When Sakura has meter, play defensively and bait her custom whenever you think it is likely.  Be on the lookout for common custom setup gimmicks, like roll, empty jump, dash, or blocked dive kick/hurricane kick followed by activation
 
*Be especially ready for a custom activation when your rage meter is active, as many A Groove players prefer to activate then so as to waste your raged time
 
*Customs can be countered most easily by jumping back or up right before they activate, or for more risk but greater reward you can super or HCB counter the first hit of the custom by inputting the motion before the custom flash, then just pressing the button afterwards
 
*Be aware of jump in customs, don't always antiair with low fierce when custom is charged
 
*If absolutely necessary it is possible to JD the first hit of the custom the counter or super her out of the 2nd hit
 
== M. Bison(dictator) ==
 
Bison is a pretty straightforward opponent but also one of the most dangerous, because when he has meter he has many ways to set up and combo into his Custom Combo, and it does a ton of damage.  His footspeed is very fast and allows him to get many throws, especially when his custom is charged and the opponent is reluctant to stick out buttons.
 
Remember that Bison has 2 moves that can go over your fireball, so don't throw fireballs at him unless he has lost his charge by moving forward.
 
When Bison is meterless the threat is much less but he is still capable of putting up a good fight.  He has a good set of normal moves against Geese, the most annoying being his jabs, low forward, and standing strong, but fortunately for you his attacks have shorter range than yours so as long as you don't let him get on the offense easily you can handle them.  Bison's standing jabs cannot be ducked by Geese, and they give him huge frame advantage.  While they dont do a lot of damage, Bison can virtually lock you down with these for an uncomfortable amount of time, during which he can mix up throws.  When Bison is close to you, his walking jabs, if done correctly, will counterhit anything you attempt to stick out and are not hindered by Just Defense.  There are a few ways to handle this.  If Bison has no meter charged, one way is to block and wait for the opponent to be pushed out to max range, while watching for throws.  Bison cannot jab you forever, once he is pushed out far enough that his far jab is coming out he has to walk forward a bit too far in between and you can sneak your own low jab to stop him.  Of course doing this puts you at the mercy of his throws, which are not easy to react to, however if he does fool you and gets a counterhit jab when you tried to hit him out of a throw the consolation is that it is only a jab with maybe another normal linked off it at most, so it is recommended that you don't just sit there and instead press your own low jab(or close short, if he is close enough) just to make sure he cannot throw you.  If you eat a few jabs then it is no big deal.  The second way to handle it is more risky but much more rewarding, you can use your HCB+Strong to counter his jab and put him on the floor at your feet.  It is not hard to fit this move in between the jabs and since he will not have his charge, if you guess wrong Bison can't really do much to you without a meter except a 2 hit link or a throw.  The reward is pretty great if you land this counter so it is not an entirely bad idea to try, even if you just do it once it will make the Bison player think about what he is doing instead of just pressing jab with no fear of retribution.  And another option is to simply JD his jabs and take the free meter for as long as he will give it to you, but you make yourself totally vulnerable to his throws in this case.
 
Bison's low forward and standing strong both have excellent speed and they give him frame advantage during which he can throw you, or press one of them again and combo you.  Bison walks much faster than you do and he is hard to jump towards with his many solid anti airs, but it is important to keep the momentum and dont let him be the aggressor because it is very easy for him to build meter from blocked hits and then become very dangerous.
 
His low roundhouse also deserves mentioning as it is one of the best whiff punishing moves in the game, so if your opponent is a good player this will be a move you should be careful of.  Do not whiff laggy moves in front of Bison, and try to fake him by whiffing fast moves like low forward or short, since if you block his low roundhouse you can do alot of damage to him generally(although if meatied or distanced perfectly, Bison can actually get frame advantage with this move, so be aware of this).
 
His head stomp and psycho dive can be stopped with your jumping strong or roundhouse.  If you do block a head stomp, you can anti air his 2nd hit with a low fierce if you run under him, or if he just floats away from you you can run up to him and attack him when he lands.
 
Bison has strong jumpins that will often trade with your low fierce unless you do it at the proper angle.  It is best to anti air him directly over your head with low fierce and stop Bison's jumps from out in front of you by low jumping vertically or back with Strong.  His jump is slow and floaty, so not hard to react to this way and your jumping strong doesnt trade with his jump attacks, it will beat anything he throws at you in the air as long as you get it out fast enough.  Bison's jump is quite easy to hit with your Raging Storm due to its speed, if you get a chance.
 
As for Bison's anti airs, he will not have any problem stopping jumps from Geese if you are predictable.  Bison's standing fierce done early will stop your jumpins, as will clearly his RC psycho crusher if he has a charge.  He also has his jumping strong which will beat most of your jump in attacks easily and juggle you.  Jumping at Bison is possible and rewarding if you can get him to block or take your attack, but you must mix up your approach always as Bison can control both the ground and the air very well if he reads your actions.
 
Many players will react to any attempt on your part to run towards them with a RC scissors or psycho crusher, if you are lucky then your Bison opponent will play like this as these are easier to bait and punish.  If you fake runs toward him quickly cancelled with low jab(your fastest whiffing move) then you can often bait one of these 2 moves, as long as you mix it up with real attack attempts and attacks like your standing roundhouse.  The psycho crusher can be punished after a block by using your fierce punch from behind.  The scissor kick is harder to punish depending on range, if it is done from the very tip of its range then you really can't do anything unless you Just Defend, in which case a low roundhouse or anything faster is free.  If you are close enough so that it hits you twice, then you can usually get a free low jab or forward if you block or jaienken combo if you JD, and if you are close enough that it hits you somewhat early then you can do a full combo even if you just block.  Try to JD this move when you can, it helps with deterring Bison from using it recklessly, and even if you only JD one hit it makes punishing it easier because you will be pushed back less.  Unless it is spaced absolutely perfectly, you will always get frame advantage after blocking a scissor kick using your low jab, but you have to time your press correctly.
 
Once Bison gets meter the game will completely change.  A custom as damaging as his can quickly kill a character and he has many ways to both set it up and combo into it.  When Bison has a meter ready I do not reccommend jumping at all, his jumping strongs will mean the end of your character if they hit you and juggle you into his custom activation.  You also must be very careful of running towards him recklessly as he can combo his custom off of a connected scissor kick as well, and finally he can jump at you much more recklessly since his jump in activation will make you reluctant to anti air him.  You must make him realize that you wont jump into his strong punches or run into a scissor kick, and then he will be forced to blind activate at some point, giving you a chance to bait him into wasting the meter.
 
Always antiair a metered Bison with your jumping strong or with an instant air JD into your roundhouse.  Do not press low fierce as it is very dangerous.  Do not try to punish scissor kicks unless you are very sure, and if you block a psycho crusher with your back in the corner do not try to punish it as the corner can make the move safe.  Both of these are common activation setup gimmicks.  If you read the opponent's custom activation, then you can counter it with your super using the delayed button press method just like Sakura(they will usually activate while you are raged to run down the clock).  It can be very hard to tell whether Bison is going mid or low for the first hit of his custom, as he can do either, so trying to use your counter is not advised, especially since it is not too bad to simply block this custom.
 
By far the most dangerous custom setup is when he locks you down with a few jabs or dashes toward you, mixing up throws with his activation.  In high level matches you will often see metered Bisons get 3 or 4 throws in a row on an opponent because they refuse to press buttons.  In general eating a throw is better than eating a custom, so you should block more often than not, however if the opponent thinks you are frightened he will not hesitate to throw you to death and save the meter for your next character.  You must press your own jab or close short to counter his throw occasionally and keep him honest, it is a risk but you have to make him believe he can custom you and bait him to waste it next time he gets close and expects you to jab again.  You basically must use short bursts of offense in order to look vulnerable and make him want to activate but you must spend the majority of the time defending against his activation.
 
*Maintain offense when Bison has no meter, using cancelled runs to bait RC's and punish them
 
*Scissor kick is easily punished if Just Defended, and punishable if blocked from anywhere but max range using your low jab or low forward
 
*Anti air over your head with low fierce and at angles with low jump Strong
 
*Always make an effort to jab out or even use mid counters when being locked down by standing jabs, do not let Bison get initiative and build meter freely
 
*If you block a psycho crusher with your back to the corner it becomes safe, if he has meter be aware of this custom set up
 
*When he has meter be very careful not to jump into his jump strongs or run into his scissor kick, giving him free customs
 
*Bait his activate with short bursts of offense but majority defensive play, keeping an eye out for common setups like roll, dash, jump in, or blocked properly ranged scissor kicks or corner psycho crushers
 
*Bison can activate and catch you from anywhere in his low roundhouse range(virtually the whole screen) so be careful whiffing moves against him no matter the range
 
== Rolento ==
 
Rolento is very mobile and is a difficult opponent to pin down, so he can give Geese a hard time.  He can force a lot of mistakes by running around and frustrating you, then landing a simple combo to super or a custom.  You'll know if you are playing a good Rolento because even if you are winning you'll be really annoyed.  In my opinion a well played Rolento is one of Geese's hardest matchups, so never underestimate this character.  Geese is all about pressure and this is the best character in the game at escaping pressure and resetting the match, he is very difficult to guard break, has a nearly abuseable Counter Attack, and can escape the corner better than any other character.
 
Rolento has a few moves to give you problems on the ground.  His low fierce and low strong are both pretty long range moves, and the low strong is pretty difficult and impractical to JD.  If you JD low fierce, then you can not hit him with low roundhouse(it is too slow), but you can hit him with low forward.  Unfortunately from the range Rolento will use low fierce usually the low forward won't reach, so you won't get to punish this move too often.  He also has a pretty good low roundhouse that is great for punishing whiffs.  If the Rolento player likes to use this move then try to bait it by whiffing something fast and JDing it, if you JD his slide then you can usually get a free low forward or low jab -> low roundhouse combo.  Don't let him get too many knockdowns on you as he can be pretty dangerous if you give him free offense.  His standing forward is also a very good whiff punishing move and can be buffered to his super easily.  So you can see that Rolento is very good at punishing whiffed moves and small mistakes, the killer part of that is that he is also very good at forcing those mistakes from his opponent.
 
If Rolento knocks you down or gets inside on offense, then he has a very strong counterhit/throw mixup.  He will use his standing jab, followed by a throw or a 2nd standing jab, low forward link.  If you press a button then you will be counterhit, and then he can confirm the 2 hit link and finish with patriot circles or his wire super.  This is a strong mixup and there is no easy defense against it so the moral is, don't let him get on offense too many times as each time you are taking a risk with your life.  His threat is not as big as yours when it comes to combo damage, but it is still very significant.  Some Rolentos will use his standing strong as a meaty, then do the counterhit/throw off of that, and it works the same so be aware of that also.
 
If Rolento presses his jumping strong early, you cannot reliably low fierce it.  It is also very hard to JD, so he can use this to jump at you alot more than most characters can.  It is better to anti air him by going air to air with your jumping strong or roundhouse, however C-Groove is a very popular groove for Rolento so he will often have airblock.  Anti airing him consistently will require a bit of prediction, unless you have a super in which case make sure you don't let him get away with it.  He also has a very good crossup so be ready for it.
 
On defense Rolento doesn't really do a lot of damage but he can escape your attack patterns easily and safely, and even when he is cornered he is difficult to jump towards or rush.  He really doesnt have an extremely damaging option for antiair that is fast and reliable but that doesn't make him helpless, this is part of where the frustration factor of this fight comes in.  He can pretty easily react to jumps with RC scouter jumping jab, RC wall jump, or simply RC scouter jump away.  If he is near the corner, he can RC scouter jump away from your attack and then come down with strong and instantly reverse the momentum, which is very frustrating.  If he antiairs you with RC scouter jump jab, you can punish it after the JD with an air attack, so try to do this if he relies on it too much, but if he just decides to run away from you every time you jump in you really can't do much but just let him.  If he does RC wall jump when you jump in, then keep an eye out for how he controls it off the wall.  If he tries to use it to come back towards you and attack, be prepared for this and anti air it, but if he just bounces off the wall across the screen you'll have to just keep moving forward and trying to attack him when he recovers.  If you are totally sure that he will retreat off of the wall jump then it is not a bad time to throw a projectile and follow it in to give yourself a bit of offense.
 
Rolento will use his jab back roll from time to time to trick you into whiffing ground moves, giving him a free slide or sometimes stand forward xx super.  If you see him do this move, don't be tricked by it, he will be out of range of all your attacks afterwards.
 
Once you get Rolento in the corner, he has the easiest time of any character escaping it.  The most dangerous option that he has is to react to your offense with a RC scouter jump back(into the corner) then coming down on you with his jump strong.  You have to predict this or take a risk to counter it easily, because it is fairly fast and your low fierce won't work unless you react very quickly.  If you predict it, then you can low fierce it very very early in the jump and it will hit him right as the invulnerability wears, so keep your eyes open and be aware that he can do this once you corner him.  If you have a super ready always be ready to Raging Storm him quickly if he leaves the ground.  He can also escape the corner and reset the match with RC wall jump or RC scouter jump jab towards you(past your head).  Make sure not to let him gain offense off of an RC wall jump by flying over your head and crossing you up into the corner, anti air him if he tries to attack out of this jump.  In general, it is best to treat a cornered Rolento differently than any other character.
 
Rolento's knives are a bit easier to deal with, but will require a bit of guesswork.  If he releases the knife high in his jump and at a high angle, it will stop jumps, if he releases it low in his jump and/or at a lower angle then it will stop ground attacks.  If you think he will try a higher throw then you can use Geese's low run to pretty easily run underneath it, and if you think he will throw quickly then jump towards him.  This is not in his favor for the most part, since his knife versus your full combo is not a good risk/reward for him, but if you just sit and block the knife then he just got control of the match back so try not to let him get away with this move so much.  A quick knife throw can be hard to react to but try to watch for patterns when you can.
 
Rolento's wire super hits low and crosses the screen very quickly.  If he is close and you are standing when the super flash comes out, you cannot block it in time at any level.  Be aware that if you block this it is not safe as it appears, you can punish it with your close short or low jab when blocked, but you must retaliate very quickly(this super creates almost no block stun so you counterattack much faster than you think).  Do not ever safe fall against a Rolento with a charged level 3, this super can punish them on reaction fairly easily.
 
Possibly most annoying is that once you do manage to get ahold of Rolento and attack him for a moment, he has the best Counter Attack in the game which will frustrate your attack patterns greatly.  In order to punish his Counter Attack you will have to predict it, but if you can predict it you can hurt him for abusing this move, possibly very badly.  Bait his Counter Attack using low jabs or close shorts, then low jump vertically immediately afterwards.  If he does the Counter Attack, then you can hit his recovery with your low jump forward then do a combo.  This is a fairly safe option since if he doesn't take the bait, then you aren't opening yourself up too much by just jumping up.  You can also bait it with a jab or short then just hit him with a super or a HCB+Jab, but in these cases if he doesn't Counter Attack when you think he will you might be opening yourself up for punishment or wasting meter.  The really good thing about this is after you punish his Counter Attack, he will have not only taken damage but also lost alot of his guard meter.  If you block this Counter Attack, he gets +10 frames which is enough for him to set up pretty much whatever he wants, be it a mixup or time to escape you and let his guard meter refill.
 
If Rolento likes to wake up with RC scouter jumps, be aware that they are vulnerable to punch throws before he leaves the ground.  Kick throws are often too slow, so to be safe just throw him quickly with Punch.  Always press QCF+Strong right after your punch throw input, because if he just blocks you might get a close fierce instead of a throw which is unsafe when blocked.  You buffer the fireball as an option select so that if he just blocks, you'll protect the recovery of your fierce.  The reason that you might get a fierce and not a throw is because when an opponent first gets up there are frames where they cannot be thrown, but if they roll or RC then they lose that and can be thrown immediately.  If they don't roll, though, then they may not be throwable since you have to throw RC scouter jumps quickly.
 
From what is written here you can see that a skilled Rolento can really make you play differently.  This is one match where you are better off being defensive and playing very patiently.  Rolento can run away from you and frustrate your attack attempts better than anyone but he still has to hit you to beat you.  Make sure and stop his jumpins and not to whiff moves on the ground giving him slides or supers, and do your best to get a lead on him and keep it.  If you can force him to go on the offense then you have a much easier time with the fight, so play carefully and don't take unnecessary damage.  If Rolento gets a sizable lead on you coming back on him will be very difficult.  You can also use your Reppuken in this match in order to try to get him thinking about countering it, which will make baiting his jumps a bit easier.  If you do get a big lead on Rolento, unlike most characters you really are usually better off just sitting on it and reacting to his attempts to attack you.
 
*Play patiently and use your higher damage to your advantage, trying to get a lead from the start and keep it so as to force him to be offensive
 
*Used wisely, Reppukens can also help bait him into making offensive mistakes
 
*Don't get too eager when Rolento is cornered, as he can reverse the momentum or escape in cornered situations very quickly
 
*If Rolento anti airs you with RC scouter jump attacks, try to JD in the air and punish
 
*Rolento's jumping strong can often give your low fierce problems, try to anti air with air to air attacks
 
*Wire super is punishable but must be punished quickly
 
*Wake up RC scouter jumps are punishable with your Punch throw, make sure to always option select a medium Reppuken in case he simply blocks
 
*Always be ready to bait and punish his Counter Attack whenever possible by low jumping up, using your counter, or a super
 
*Don't be baited by his Jab back roll, he can use this to create whiffed moves on your part
 
*Try to punish knife throws whenever you catch them, as this is an opportunity to do alot of damage if you react properly
 
*If you get a lead, don't rush yourself to drive the nail in the coffin, be patient and keep him away
 
== E. Honda ==
 
== Iori ==
 
== Chunli ==
 
== Balrog(boxer) ==
 
== Rock ==
 
== Hibiki ==
 
== Athena ==
 
== Yamazaki ==
 
== Kyo ==
 
== Haohmaru ==
 
== Guile ==
 
== Ryu ==
 
== Ken ==
 
== Zangief ==
 
== Dhalsim ==
 
== Morrigan ==
 
== Dan ==
 
== Eagle ==
 
== Maki ==
 
== Kyosuke ==
 
== Yun ==
 
== Akuma ==
 
== Terry ==
 
== Ryo ==
 
== Mai ==
 
== Kim ==
 
== Raiden ==
 
== Rugal ==
 
== Vice ==
 
== Benimaru ==
 
== Yuri ==
 
== King ==
 
== Nakoruru ==


== Joe ==
== Colors ==
[[File:Rugal_CvS2_colors.png]]


== Todo ==


== Chang ==
{{Navbox-CvS2}}
[[Category:Capcom vs SNK 2]]
[[Category:Rugal]]

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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