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Capcom vs SNK 2/Rugal

From SuperCombo Wiki

Introduction

CVS2 Rugal SNK Art.jpg
Health (at Ratio 2)
15200 Very High
Stun
70 Average
Dash Length
12 Frames Extremely Short
Dash Type
Hop Corpse Hop=No, Proj. Hop=No
Run Speed
8.5 Above Average
Roll Distance
140 pixels Far
Roll Duration
27f Long
Wakeup Speed compared to Ryu
0f Average

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

Rugal has a lot of weaknesses, with specials like 236P Reppuken, 63214P Godpress, and 623K Genocide Cutter being far too slow to utilize realistically. 641236P Kaiser Wave as well, though the slowness is made up for with the size of the projectile, especially when charged. His lacking meterless damage makes this hard as well. Rugal has to bully his opponent into respecting his slow specials with his solid normals, and then he can truly shine with great guard crush and ridiculous damage output with meter.

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 - N/A/P/K: N-Rugal gets better overall movement and access to hop HK, a very strong neutral tool. Consistent access to level 1 supers increases his damage enough to be worth it, especially thanks to the ability to combo after a level 1 Gigantic Pressure with a level 1 Genocide Heaven for much more notable damage. What Rugal sacrifices is the higher damage levels of his supers, and having a bad roll in N-Groove always hurts. A-Rugal is surprisingly good. Rugal has stellar synergy with Custom Combo, with even his easy CCs doing 8k damage or more. He can also confirm a CC from any 63214P Godpress, making for massive damage combos capable of exceeding 10k damage. What he sacrifices is consistent access to his supers, leaving him reliant on CC to deal damage, but this isn't too bad. P-Rugal seems like a joke at first, but when you realize a single parry can set up a Godpress for corner presence and a guard crush string or mixup, it's easy to see the worth in it. While he sacrifices a lot, like roll and consistent access to supers, Rugal's ability to corner from any parry and make life hard on the opponent is a worthwhile tool.

Worst - K/S: K-Rugal sacrifices a lot of things in exchange for one very big thing: damage. If Rugal gets Rage, he can combo into a level 3 Gigantic Pressure for massive damage. While this seems very strong, Rugal has to make two major sacrifices for this in roll and consistent meter access. When Rugal isn't Raged, he's much weaker than normal, and since JD gives less of a guaranteed punish than parry it isn't always going to get you a Godpress to the corner. Without roll, Godpress becomes essentially useless outside of combos. S-Rugal makes many of the same sacrifices, with no consistent meter or roll. In Desperation, Rugal can combo into a level 1 Gigantic Pressure > level 1 Genocide Heaven, which is actually fairly useful. However, similar to how K-Rugal without Rage struggles, S-Rugal outside of Desperation struggles even more.


Rugal is a bully with slow but oppressive specials and massive damage potential. He relies heavily on having meter, but when he does have meter, he can dish out some of the best punishes in the game. Rugal is best in C-Groove.
Pros Cons
  • Metered Damage: Rugal's damage potential with his Gigantic Pressure super is definitely the main draw of his character
  • Bully Specials: Many of Rugal's specials are hard to contest, leave him very plus, or both, and they all take up massive screen space. Add a roll cancel in and they become quite good overall
  • Normals: Rugal comes equipped with multiple useful normals, and while they aren't the longest range, they tend to beat out other normals of the same strength
  • Simple: Thanks to his reliance on only super combos for damage, Rugal can be played with a very easy gameplan against most players
  • Meterless Damage: Without a super to back him up, Rugal relies on landing a clean j.HK or cl.HP into Godpress to get a noteworthy punish. He struggles to combo from lights or long pokes without a super, leaving him without much of a threat in neutral
  • Slow Specials: Godpress has horrendous startup, Genocide Cutter is slow for a DP and has very little active time, Reppuken's are underwhelming fireballs with a long total duration, and even his reflector has a long startup time. Rugal has to roll cancel most of his specials in neutral for them to not get stuffed on startup constantly
  • Defense: Despite his high health, Rugal has a hard time on defense due to his mediocre DP and slow frame data. His large size makes it even harder on him to find an escape option
  • 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



!!!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
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lp.png - - - - - - - - - - - -

Placeholder

5MP

Far Strong
Far Medium Punch
5MP / Far MP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mp.png - - - - - - - - - - - -

Placeholder

5HP

Far Fierce
Far Heavy Punch
5HP / Far HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hp.png - - - - - - - - - - - -

Placeholder

5LK

Far Short
Far Light Kick
5LK / Far LK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lk.png - - - - - - - - - - - -

Placeholder

5MK

Far Forward
Far Medium Kick
5MK / Far MK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mk.png - - - - - - - - - - - -

Placeholder

5HK

Far Roundhouse
Far Heavy Kick
5HK / Far HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hk.png - - - - - - - - - - - -

Placeholder

Close Standing Normals

clLP

Close Jab
Close Light Punch
cl.LP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lp.png - - - - - - - - - - - -

Placeholder

clMP

Close Strong
cl.MP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mp.png - - - - - - - - - - - -

Placeholder

clHP

Close Fierce
Close Heavy Punch
cl.HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hp.png - - - - - - - - - - - -

Placeholder

clLK

Close Short
Close Light Kick
cl.LK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lk.png - - - - - - - - - - - -

Placeholder

clMK

Close Forward
Close Medium Kick
cl.MK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mk.png - - - - - - - - - - - -

Placeholder

clHK

Close Roundhouse
Close Heavy Kick
cl.HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hk.png - - - - - - - - - - - -

Placeholder

Crouching Normals

2LP

Crouch Jab
Crouching Light Punch
2LP / cr.LP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Lp.png - - - - - - - - - - - -

Placeholder

2MP

Crouch Strong
Crouching Medium Punch
2MP / cr.MP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Mp.png - - - - - - - - - - - -

Placeholder

2HP

Crouch Fierce
Crouching Heavy Punch
2HP / cr.HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Hp.png - - - - - - - - - - - -

Placeholder

2LK

Crouch Short
Crouching Light Kick
2LK / cr.LK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Lk.png - - - - - - - - - - - -

Placeholder

2MK

Crouch Forward
Crouching Medium Kick
2MK / cr.MK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Mk.png - - - - - - - - - - - -

Placeholder

2HK

Crouch Roundhouse
Crouching Heavy Kick
2HK / cr.HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Hk.png - - - - - - - - - - - -

Jumping Normals

j.LP

Jump Jab
Jumping Light Punch
j.LP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Lp.png - - - - - - - - - - - -

Placeholder

j.MP

Jump Strong
Jumping Medium Punch
j.MP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Mp.png - - - - - - - - - - - -

Placeholder

j.HP

Jump Fierce
Jumping Heavy Punch
j.HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Hp.png - - - - - - - - - - - -

Placeholder

j.LK

Jump Short
Jumping Light Kick
j.LK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Lk.png - - - - - - - - - - - -

Placeholder

j.MK

Jump Forward
Jumping Medium Kick
j.MK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Mk.png - - - - - - - - - - - -

Placeholder

j.HK

Jump Roundhouse
Jumping Heavy Kick
j.HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Hk.png - - - - - - - - - - - -

Placeholder

Command Normals

X

Generic Command
Generic Name
Generic Input
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - - - - - - - - -

Placeholder

Throws

X

Generic Throw Name
Punch Throw
Near Opponent, 4/6HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close B.png/F.png+Hp.png - - - - - - - - - - - -

Placeholder

X

Generic Throw Name
Kick Throw
Near Opponent, 4/6HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close B.png/F.png+Hk.png - - - - - - - - - - - -

Placeholder

Colors

Rugal CvS2 colors.png


CvS2 Wiki Navigation

General
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Glossary
System
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CvS2 Versions
Netplay/ Training
FAQ
Grooves
Groove Overview
Groove Subsystems
C-Groove
A-Groove
P-Groove
S-Groove
N-Groove
K-Groove
Capcom Characters
Akuma (Gouki)
Balrog (Boxer)
Blanka
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M. Bison (Dictator)
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Yun
Zangief
SNK Characters
Athena
Benimaru
Chang
Geese
Haohmaru
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Iori
Joe
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King
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Mai
Nakoruru
Raiden
Rock
Rugal
Ryo
Terry
Todo
Vice
Yamazaki
Yuri
Boss Characters
Shin Akuma
Ultimate Rugal
Evil Ryu
Orochi Iori