Capcom vs SNK 2/Rugal: Difference between revisions

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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.
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.
-BoswerLK


= Moves List =
= Moves List =

Revision as of 03:10, 29 March 2006

Introduction

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

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

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.

Moves List

Normal Moves

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

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


far and close s.MP 1100 -8/-8 5/4/24
Basic anti-air. This is the one to use if they're normal/super jumping in close to you. Don't touch otherwise.


close s.HP 1300 -14/-14 4/4/34
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).


far s.HP 1100 -12/-12 10/6/30
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.


d.LP 400 +5/+5 4/4/6
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.


d.MP 1000 -1/-1 4/3/18
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.


d.HP 400+1200 -10/-10 8/2/7/27
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).


close s.LK 600 +2/+2 4/4/9
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.


far s.LK 500 +2/+2 4/6/9
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.


close s.MK 1200 0/0 4/11/11
Very meaty. Strong. Best use is meatying on wakeup. Either link stuff after it or cancel into reflector. Reflector will combo off a CH.


far s.MK 1100 -10/-10 5/5/27
Low crush, safer version of his far st hp. Slightly less range. I prefer this over st hp for < 62 pixel crouchers. The ideal button to press to punish far whiff/far parry into super. That is, if they're far away and open, press st mk super.


close s.HK 1300,1100 -9/-9 4/7/26
A high angled thrust kick. Can be used as anti air. Generally. this is his big damage punish button (or GC). Always cancel it. Can anti air big crossups crouching and letting them go past you, then stand up and hk right away. This is easier to cancel than close st hp, so if they're dizzy or GC'ed, use st hk to cancel into godpress.


far s.HK 1500,1300 -8/-8 10/8/24
Far anti air. Also, good poke for standing characters. Especially tall ones. Use it to stop near max range Sagat st lks (his lower body hitbox retreats slightly). His best anti air in my opinion. Press it early. More damage than st mp, huger hitbox. Generally, you can use this to stop most jump ins before their normal comes out. If they do it early, it'd have beaten st mp. At least this it trades most likely in your favor.


d.LK 300 +2/+2 o/o/o 3/4/9
His best normal. Starts all his BnBs. Stop throw attempts. Whiff tricks. Huge range for a c lk. It's just a godly c lk. If you're cancelling into super, I supposed chaining this into st lk first, for more damage and 2 more frames to combo. Max range c lk cancelled too slow will NOT combo into a level 2. Level 3 always works though.


d.MK 1000 -4/-4 x/o/o 5/7/19
Decent poke. Ok for comboing into godpress. Be warned, far c mks will NOT combo into godpress.


d.HK 1500 knockdown/-9 x/o/o 6/4/29
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.


j.MK 1000 7/7
Cross-up attack. Decent range. Also an ok angle for non crossups.


j.HP 1400 5/6
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).


j.HK 1500 10/10
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.


punch throw 2000 damage 52 pixels 3 frame startup
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...).


kick throw 2100 52 pixels 5 frame startup 2100 damage
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.


from buktooth's ssytem's faq on gamefaqs:
79 - Raiden
78 - Geese, Chang
77 - Zangief, Sagat

72 - Eagle
71 - Rugal, Yamazaki, Benimaru
70 - E.Honda
69 - Dhalsim, Terry
68 - Kyo, Joe
67 - Guile, Balrog
66 - Blanka, M.Bison, Kyosuke, Todo
65 - Ryo
64 - Ryu, Ken, Akuma, King, Dan, Rolento, Haohmaru
63 - Vega, Cammy
62 - Morrigan, Yun

61 - Chun Li, Sakura, Mai, Kim, Vice, Yuri, Nakoruru, Rock, Hibiki
60 - Maki, Iori, Athena

Rugal 62 - standing close fierce
77 - standing far jab
79 - standing far roundhouse
62 - second hit of low fierce (the part that goes really far)
77 - overhead low jump roundhouse


ROLL DATA
Rugal 120 [27/2U/4R]
An average roll. Which means it sucks, btw.


DASH
Rugal 65/0 85/11.3
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.


RUN
Rugal 8.5
Average. He shifts his hitbox way forward though. So expect to be smacked now and then.

Special Moves

qcf+P

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


hcf+K

All versions 1100,1000 knockdown/0 19/63


dp+K

All versions have no upper body invincibilty frames.

LK 1100+400,400 knockdown/-22 6/10/31 11 frames feet invincibility


hcb+P

All versions have 13 frame startup, -23 on the block.

Supers

Rugal's Supers:

qcf, qcf+K


qcf, hcb+P

The Basics

Bread and Butter Combos

Openings

Super Combos

Custom Combos

Advanced Strategy

Matchups

Random Tricks/Notes