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Capcom vs SNK 2/Rugal/Combos
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Combos
All health values tested using C-Groove Ratio 2 against a C-Groove Ratio 2 Ryu at full health
All combos are written in Numpad Notation, refer to this visual aide if you need help reading it.
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
Notation Here | Position | Damage | Stun | Difficulty | Notes |
Notation Here | Position | Damage | Stun | Difficulty | Notes |
Custom Combos
Rugal's Custom Combo Slide by GunterJPN
Old Combo Table
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.
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.