Capcom vs SNK 2/Rugal: Difference between revisions

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'''THE BASIC COMBO<br>'''
'''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>
c lk x2 -> st lk -> level 2/3 Gigatech Pressure -> (L2 cancel hp godpress, genocide heaven for N/S grooves) <br>
~8000 dmg
~8000 dmg



Revision as of 19:50, 11 April 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

Name State Spc Sup Hit Blk Sta Act Rec Dmg
Jab Close ? ? +5 +5 4 6 7 500
Far ? ? +5 +5 4 6 7 500
Crouch ? ? +5 +5 4 4 6 400
Jump - - - - ? ? - ?
Strong Close ? ? -8 -8 5 4 24 1100
Far ? ? -8 -8 5 4 24 1100
Crouch ? ? -1 -1 4 3 18 1000
Jump - - - - ? ? - ?
Fierce Close y ? -14 -14 4 4 34 1300
Far ? ? -12 -12 10 6 30 1100
Crouch ? ? -10 -10 8 2/7 27 400+1200
Jump - - - - 5 6 - 1400
Short Close ? ? +2 +2 4 4 9 600
Far ? ? +2 +2 4 6 9 500
Crouch y y +2 +2 3 4 9 300
Jump - - - - ? ? - ?
Forward Close y ? 0 0 4 11 11 1200
Far ? y -10 -10 5 5 27 1100
Crouch y y -4 -4 5 7 19 1000
Jump - - - - 7 7 - 1000
Roundhouse Close y ? -9 -9 4 7 26 1300,1100
Far ? ? -8 -8 10 8 24 1500,1300
Crouch y y DWN -9 6 4 29 1500
Jump - - - - 10 10 - 1500

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
X/O/O
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
X/?/?
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
X/O/O
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
X/X/X
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
X/O/O
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
X/O/O
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
X X/O X/X
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
O/O/O
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
X/O/O
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
X/O/O
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
X/X/O
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
X/O/O
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
X/X/X
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.


ALL OTHER JUMPING NORMALS
First off, they're useless.

That said, j lp is an elbow drop that isn't even that meaty nor has a reasonable hitbox/priority. Maybe you can do it on a waking Raiden/Gief, hope it kills them, then start doing pro-wrestling poses around the arcade. I'm not responsible for any hazardous incidents incuring to you resulting afterwards.

j lk is a shining wizard that may even be less meaty. You can do j forward lk to antiair for style and start doing Keiji Mutoh poses. I hold no responsibility for possible subsequent IRL brutalizations afterwards. Otherwise, j hp is better in every way.

His j mp's only use is for heiling to Hitler. It's a jumping upwards version of his st mp. Bird-riding Nakoruru or air DP Kyosuke are like the only people even hitable by this thing. Again, I take no responsibility for subsequent declines in your physical well being after pressing j mp.


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 system'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

Repuken
qcf+P

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

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.

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
hcf+K

All versions
1100,1000 knockdown/0 19/63

Leaving you at 0 frames, this is a sick meaty. RC reflector on wakeup is his (much crappier) version of RC lightning. In the corner, like A-Blanka can turn RC lightning into free CC, Rugal can turn this into a free Genocide Heaven (any level). If you're using him in C, that means 9k damage.

I don't believe he can setup his CC from this, however.

People also love to cancel this off meaty st mks. If the mk CHs, this will combo. Otherwise, it'll leave you in a good position to continue the guard string.


Genocide Cutter
dp+K

All versions have no upper body invincibilty frames.

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

Other than for style, never touch this move except for the lk version, and use that sparingly. I can only think of 2 decent uses for this, and that is if you ever find Rugal with no meter, instead of c lks -> super, do c lk -> st lk -> lk genocide cutter IF you want a knockdown. In most situations, you'll only get the second hit (the 400 damage one), totaling a whopping 1k damage (yay, a medium). More on no meter options in later sections...

The other use, which is far more practical, is off a low jump coffin kick (hk). 6 frame startup isn't all that great, so you really gotta cancel it as early as you can.

The third use of this is to DP in between lows if you don't have RC. It's not that bad, because this includes Blanka's lk/mk, Sagat's lk/mk, Geese's hk, etc. RC repu is always better, though. RC godpress if you're very sure it'll hit.


Godpress
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
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
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
qcf, qcf+K

Comes out very fast. The frame data is oddly missing, but it seems like 1 frame startup after freeze. Not very strong, but very high juggle potential. Tack these on after a godpress or grab super.

His trademark C cancel is level 2 this -> dive punch -> level 1 this in the corner.

From midscreen, it's uses become very limited. If you only have a level 1, 2 c lks into this, because a level 1 grab super won't combo.

Also, use this from a hit confirmed low jump instead of his P super, as this is much faster, so you will not have to do his coffin kick very deep. Also gives you more time to hit confirm.

If meter is available, ALWAYS tack this on to any godpress/p super.

Be warned, level 2 grab -> godpress -> level 1 DOES NOT work. This is because the first hits only have a juggle potential of 2, but his running grab is 2 hits, and you grabbed them out of the air instead of the ground (like in normal situations). Meaning you have exceeded the juggle potential of the first hit, and the others won't come out fast enough to pop them back up. So it'd just whiff. A shame, Rugal would be even more sick than he already is if he could do that.


Gigatech Pressure
qcf, hcb+P

The huge damage super. One of the strongest in the game (in the same league as Shun-GokuSatsu, Gigaton Blow, etc). Unfortunately, it's plagued with the same problem as his regular grab. It's incredibly slow.

A level 1 is hardly faster than his normal grab. My suggestion, never use his level 1 grab super (except for level 2 grab -> level 1 grab).

His level 2 can combo off a far lk cancelled as soon as possible, but will have difficulty from a max ranged one. Cancel it off a st lk as that stuns 2 frames longer. Might have trouble comboing off an absolute max range non CH st mk, nothing to worry about. If possible, use this over his level 3. Also, I suggest cancelling it into the normal grab only, as his level 1 super grab isn't much stronger, and Rugal with no levels poses very little threat.

His level 3 is what you use most of the time. Trusty and very intimidating. It can punish a blocked Blanka ball, however, this requires very tight timing (almost reversal). Will never fail to combo off any lk. Rugal's game is largely based on landing this in most grooves. Very crucial that you can combo this off lks on reaction at any time.

DO NOT anti air with ANY of his P supers, as they have an even lower hitbox than his normal grab. Not even Sagat j hks. 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
c lk -> c lp -> c mp
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
c lk -> st lk -> lk genocide cutter
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
point blank meaty c/st lp -> st hp -> godpress
~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
far lp repuken -> sj hk -> st hk -> godpress
~5600 dmg

'nuff said.

Guard Strings

WAKEUP MEATY GC
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
c lk xN -> c hk -> (repu)

If you see c lks get blocked when going for super/BnBs.

WAKEUP MEATY GC 2
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
(far c mp, c/st lk) -> c hp or st hk

This is to hit jumpers.

RSX's CORNER GC
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
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
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
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
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
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
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
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
c lk x2 -> st lk -> level 2/3 Gigatech Pressure -> (L2 cancel hp godpress, genocide heaven for N/S grooves)
~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
lp repu -> sj hk -> st hk -> hp godpress -> L2 GH -> dive punch -> L1 GH
~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
activate -> lp repu -> sj hk -> c lk -> c lp -> c mp -> L3 GP -> L1 GH
~12000+ dmg

See above, except this is what an N groover would do.

WHIFF or LOW CRUSH PUNISH/P-groove BASIC COMBO
st mk -> L3 GP
~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
c lk -> c/st lk -> L1 GH
~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
corner reflector, corner dive punch, any godpress
~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).

Random Tricks/Notes

Matchups