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The King of Fighters XV/Omega Rugal/Data: Difference between revisions

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Corlist (talk | contribs)
WIP from ralf data
 
EMRaistlin (talk | contribs)
fixed raw damage between parenthesis
 
(55 intermediate revisions by 10 users not shown)
Line 2: Line 2:
===Close Standing Normals===
===Close Standing Normals===
====close A====
====close A====
{{MoveData-KOFXV | character = Omega Rugal | moveId = rugal_cla
{{MoveData-KOFXV | character = Omega Rugal | moveId = orugal_cla
| name        = close A
| name        = close A
| input      = cl.A
| input      = cl.A
| images      = XV_rugal_cla_ima.png
| images      = XV_orugal_cla_ima.png
| hitboxes    = XV_rugal_cla.png
| hitboxes    = XV_orugal_cla.png
| damage      = 25
| damage      = 25
| guard      = Mid
| guard      = Mid
| cancel      = CMD/SP/SU
| cancel      = command
| startup    =  
| startup    = 5
| active      =  
| active      = 4
| recovery    =  
| recovery    = 9
| hitadv      =  
| hitadv      = +2
| blockadv    =  
| blockadv    = 0
| invul      =  
| invul      =  
| stun        = 30
| stun        = 30
Line 21: Line 21:


====close B====
====close B====
{{MoveData-KOFXV | character = Omega Rugal | moveId = rugal_clb
{{MoveData-KOFXV | character = Omega Rugal | moveId = orugal_clb
| name        = close B
| name        = close B
| input      = cl.B
| input      = cl.B
| images      = XV_rugal_clb_ima.png
| images      = XV_orugal_clb_ima.png
| hitboxes    = XV_rugal_clb.png
| hitboxes    = XV_orugal_clb.png
| damage      = 30
| damage      = 30
| guard      = Mid
| guard      = Mid
| cancel      = CMD/SP/SU
| cancel      = command
| startup    =  
| startup    = 4
| active      =  
| active      = 4
| recovery    =  
| recovery    = 6
| hitadv      =  
| hitadv      = +5
| blockadv    =  
| blockadv    = +3
| invul      =  
| invul      =  
| stun        = 30
| stun        = 30
Line 40: Line 40:


====close C====
====close C====
{{MoveData-KOFXV | character = Omega Rugal | moveId = rugal_clc
{{MoveData-KOFXV | character = Omega Rugal | moveId = orugal_clc
| name        = close C
| name        = close C
| input      = cl.C
| input      = cl.C
| images      = XV_rugal_clc_ima.png
| images      = XV_orugal_clc_ima.png
| hitboxes    = XV_rugal_clc.png
| hitboxes    = XV_orugal_clc.png, XV_orugal_clc2.png
| damage      = 70
| damage      = 70
| guard      = Mid
| guard      = Mid
| cancel      = CMD/SP/SU
| cancel      = command
| startup    =  
| startup    = 6
| active      =  
| active      = 3
| recovery    =  
| recovery    = 21
| hitadv      =  
| hitadv      = -2
| blockadv    =  
| blockadv    = -4
| invul      =  
| invul      =  
| stun        = 70 (35+35)
| stun        = 70 (35+35)
Line 59: Line 59:


====close D====
====close D====
{{MoveData-KOFXV | character = Omega Rugal | moveId = rugal_cld
{{MoveData-KOFXV | character = Omega Rugal | moveId = orugal_cld
| name        = close D
| name        = close D
| input      = cl.D
| input      = cl.D
| images      = XV_rugal_cld_ima.png
| images      = XV_orugal_cld_ima.png
| hitboxes    = XV_rugal_cld.png
| hitboxes    = XV_orugal_cld.png, XV_orugal_cld2.png
| damage      = 80 (40+40)
| damage      = 80 (40+40)
| guard      = Mid
| guard      = Mid
| cancel      = CMD/SP/SU
| cancel      = command
| startup    =  
| startup    = 10
| active      =  
| active      = 2 (8) 5
| recovery    =  
| recovery    = 19
| hitadv      =  
| hitadv      = -3
| blockadv    =  
| blockadv    = -5
| invul      =  
| invul      =  
| stun        = 80 (40+40)
| stun        = 80 (40+40)
Line 79: Line 79:
===Far Standing Normals===
===Far Standing Normals===
====far A====
====far A====
{{MoveData-KOFXV | character = Omega Rugal | moveId = rugal_fa
{{MoveData-KOFXV | character = Omega Rugal | moveId = orugal_fa
| name        = far A
| name        = far A
| input      = f.A
| input      = f.A
| images      = XV_rugal_fa_ima.png
| images      = XV_orugal_fa_ima.png
| hitboxes    = XV_rugal_fa.png
| hitboxes    = XV_orugal_fa.png
| damage      = 25
| damage      = 25
| guard      = Mid
| guard      = Mid
| cancel      = SU
| cancel      = super
| startup    =  
| startup    = 6
| active      =  
| active      = 4
| recovery    =  
| recovery    = 14
| hitadv      =  
| hitadv      = -3
| blockadv    =  
| blockadv    = -5
| invul      =  
| invul      =  
| stun        = 30
| stun        = 30
Line 98: Line 98:


====far B====
====far B====
{{MoveData-KOFXV | character = Omega Rugal | moveId = rugal_fb
{{MoveData-KOFXV | character = Omega Rugal | moveId = orugal_fb
| name        = far B
| name        = far B
| input      = f.B
| input      = f.B
| images      = XV_rugal_fb_ima.png
| images      = XV_orugal_fb_ima.png
| hitboxes    = XV_rugal_fb.png
| hitboxes    = XV_orugal_fb.png, XV_orugal_fb2.png
| damage      = 30
| damage      = 30
| guard      = Mid
| guard      = Mid
| cancel      = SP/SU
| cancel      = special
| startup    =  
| startup    = 6
| active      =  
| active      = 2
| recovery    =  
| recovery    = 14
| hitadv      =  
| hitadv      = -1
| blockadv    =  
| blockadv    = -3
| invul      =  
| invul      =  
| stun        = 30
| stun        = 30
Line 117: Line 117:


====far C====
====far C====
{{MoveData-KOFXV | character = Omega Rugal | moveId = rugal_fc
{{MoveData-KOFXV | character = Omega Rugal | moveId = orugal_fc
| name        = far C
| name        = far C
| input      = f.C
| input      = f.C
| images      = XV_rugal_fc_ima.png
| images      = XV_orugal_fc_ima.png
| hitboxes    = XV_rugal_fc.png
| hitboxes    = XV_orugal_fc.png
| damage      = 70
| damage      = 70
| guard      = Mid
| guard      = Mid
| cancel      = SU
| cancel      = special
| startup    =  
| startup    = 13
| active      =  
| active      = 3
| recovery    =  
| recovery    = 23
| hitadv      =  
| hitadv      = -5
| blockadv    =  
| blockadv    = -7
| invul      =  
| invul      =  
| stun        = 70
| stun        = 70
Line 136: Line 136:


====far D====
====far D====
{{MoveData-KOFXV | character = Omega Rugal | moveId = rugal_fd
{{MoveData-KOFXV | character = Omega Rugal | moveId = orugal_fd
| name        = far D
| name        = far D
| input      = f.D
| input      = f.D
| images      = XV_rugal_fd_ima.png
| images      = XV_orugal_fd_ima.png
| hitboxes    = XV_rugal_fd.png
| hitboxes    = XV_orugal_fd.png, XV_orugal_fd2.png, XV_orugal_fd3.png
| damage      = 80
| damage      = 80
| guard      = Mid
| guard      = Mid
| cancel      = SU
| cancel      = super
| startup    =  
| startup    = 11
| active      =  
| active      = 5
| recovery    =  
| recovery    = 20
| hitadv      =  
| hitadv      = -4
| blockadv    =  
| blockadv    = -6
| invul      =  
| invul      =  
| stun        = 70
| stun        = 70
Line 156: Line 156:
===Crouch Normals===
===Crouch Normals===
====crouch A====
====crouch A====
{{MoveData-KOFXV | character = Omega Rugal | moveId = rugal_2a
{{MoveData-KOFXV | character = Omega Rugal | moveId = orugal_2a
| name        = crouch A
| name        = crouch A
| input      = 2A
| input      = 2A
| images      = XV_rugal_2a_ima.png
| images      = XV_orugal_2a_ima.png
| hitboxes    = XV_rugal_2a.png
| hitboxes    = XV_orugal_2a.png
| damage      = 25
| damage      = 25
| guard      = Mid
| guard      = Mid
| cancel      = CMD/SP/SU
| cancel      = command
| startup    =  
| startup    = 5
| active      =  
| active      = 2
| recovery    =  
| recovery    = 10
| hitadv      =  
| hitadv      = +3
| blockadv    =  
| blockadv    = +1
| invul      =  
| invul      =  
| stun        = 30
| stun        = 30
Line 175: Line 175:


====crouch B====
====crouch B====
{{MoveData-KOFXV | character = Omega Rugal | moveId = rugal_2b
{{MoveData-KOFXV | character = Omega Rugal | moveId = orugal_2b
| name        = crouch B
| name        = crouch B
| input      = 2B
| input      = 2B
| images      = XV_rugal_2b_ima.png
| images      = XV_orugal_2b_ima.png
| hitboxes    = XV_rugal_2b.png
| hitboxes    = XV_orugal_2b.png
| damage      = 30
| damage      = 30
| guard      = Low
| guard      = Low
| cancel      = SU
| cancel      = super
| startup    =  
| startup    = 5
| active      =  
| active      = 4
| recovery    =  
| recovery    = 9
| hitadv      =  
| hitadv      = +2
| blockadv    =  
| blockadv    = 0
| invul      =  
| invul      =  
| stun        = 30
| stun        = 30
Line 194: Line 194:


====crouch C====
====crouch C====
{{MoveData-KOFXV | character = Omega Rugal | moveId = rugal_2c
{{MoveData-KOFXV | character = Omega Rugal | moveId = orugal_2c
| name        = crouch C
| name        = crouch C
| input      = 2C
| input      = 2C
| images      = XV_rugal_2c_ima.png
| images      = XV_orugal_2c_ima.png
| hitboxes    = XV_rugal_2c.png
| hitboxes    = XV_orugal_2c.png
| damage      = 70
| damage      = 70
| guard      = Mid
| guard      = Mid
| cancel      = CMD/SP/SU
| cancel      = command
| startup    =  
| startup    = 7
| active      =  
| active      = 3
| recovery    =  
| recovery    = 17
| hitadv      =  
| hitadv      = +1
| blockadv    =  
| blockadv    = -1
| invul      =  
| invul      =  
| stun        = 70
| stun        = 70
Line 213: Line 213:


====crouch D====
====crouch D====
{{MoveData-KOFXV | character = Omega Rugal | moveId = rugal_2d
{{MoveData-KOFXV | character = Omega Rugal | moveId = orugal_2d
| name        = crouch D
| name        = crouch D
| input      = 2D
| input      = 2D
| images      = XV_rugal_2d_ima.png
| images      = XV_orugal_2d_ima.png
| hitboxes    = XV_rugal_2d.png
| hitboxes    = XV_orugal_2d.png
| damage      = 80
| damage      = 80
| guard      = Low
| guard      = Low
| cancel      = SP/SU
| cancel      = special
| startup    =  
| startup    = 7
| active      =  
| active      = 5
| recovery    =  
| recovery    = 17
| hitadv      =  
| hitadv      = SKD (28: Tech / 55: Non-tech)
| blockadv    =  
| blockadv    = -2
| invul      =  
| invul      =  
| stun        = 70
| stun        = 70
Line 233: Line 233:
===jump normals===
===jump normals===
====hop A====
====hop A====
{{MoveData-KOFXV | character = Omega Rugal | moveId = rugal_ha
{{MoveData-KOFXV | character = Omega Rugal | moveId = orugal_ha
| name        = hop A
| name        = hop A
| header      = yes
| header      = yes
Line 239: Line 239:
| orderId    = 1
| orderId    = 1
| input      = h.A
| input      = h.A
| images      = XV_rugal_ha_ima.png
| images      = XV_orugal_ja_ima.png
| hitboxes    = XV_rugal_ha.png
| hitboxes    = XV_orugal_ja.png
| damage      = 40
| damage      = 40
| guard      = High
| guard      = High
| cancel      =  
| cancel      =  
| startup    =  
| startup    = 5
| active      =  
| active      = 7
| recovery    =  
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 255: Line 255:


====jump A====
====jump A====
{{MoveData-KOFXV | character = Omega Rugal | moveId = rugal_ja
{{MoveData-KOFXV | character = Omega Rugal | moveId = orugal_ja
| name        = jump A
| name        = jump A
| header      = no
| header      = no
Line 261: Line 261:
| orderId    = 2
| orderId    = 2
| input      = j.A
| input      = j.A
| images      = XV_rugal_ja_ima.png
| images      = XV_orugal_ja_ima.png
| hitboxes    = XV_rugal_ja.png
| hitboxes    = XV_orugal_ja.png
| damage      = 45
| damage      = 45
| guard      = High
| guard      = High
| cancel      =  
| cancel      =  
| startup    =  
| startup    = 5
| active      =  
| active      = 7
| recovery    =  
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 277: Line 277:


====hop B====
====hop B====
{{MoveData-KOFXV | character = Omega Rugal | moveId = rugal_hb
{{MoveData-KOFXV | character = Omega Rugal | moveId = orugal_hb
| name        = hop B
| name        = hop B
| header      = yes
| header      = yes
Line 283: Line 283:
| orderId    = 1
| orderId    = 1
| input      = h.B
| input      = h.B
| images      = XV_rugal_hb_ima.png
| images      = XV_orugal_jb_ima.png
| hitboxes    = XV_rugal_hb.png
| hitboxes    = XV_orugal_jb.png
| damage      = 40
| damage      = 40
| guard      = High
| guard      = High
| cancel      =  
| cancel      =  
| startup    =  
| startup    = 6
| active      =  
| active      = 6
| recovery    =  
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 299: Line 299:


====jump B====
====jump B====
{{MoveData-KOFXV | character = Omega Rugal | moveId = rugal_jb
{{MoveData-KOFXV | character = Omega Rugal | moveId = orugal_jb
| name        = jump B
| name        = jump B
| header      = no
| header      = no
Line 305: Line 305:
| orderId    = 2
| orderId    = 2
| input      = j.B
| input      = j.B
| images      = XV_rugal_jb_ima.png
| images      = XV_orugal_jb_ima.png
| hitboxes    = XV_rugal_jb.png
| hitboxes    = XV_orugal_jb.png
| damage      = 45
| guard      = High
| cancel      =
| startup    = 6
| active      = 6
| recovery    = 1 on ground
| hitadv      =
| blockadv    =
| invul      =
| stun        = 30
| guardDamage = 60
}}
 
 
====neutral hop B====
{{MoveData-KOFXV | character = Omega Rugal | moveId = orugal_nhb
| name        = neutral hop B
| header      = yes
| version    = hop
| orderId    = 1
| input      = nh.B
| images      = XV_orugal_njb_ima.png
| hitboxes    = XV_orugal_njb.png
| damage      = 40
| guard      = High
| cancel      =
| startup    = 6
| active      = 7
| recovery    = 1 on ground
| hitadv      =
| blockadv    =
| invul      =
| stun        = 30
| guardDamage = 50
}}
 
====neutral jump B====
{{MoveData-KOFXV | character = Omega Rugal | moveId = orugal_njb
| name        = neutral jump B
| header      = no
| version    = jump
| orderId    = 2
| input      = nj.B
| images      = XV_orugal_njb_ima.png
| hitboxes    = XV_orugal_njb.png
| damage      = 45
| damage      = 45
| guard      = High
| guard      = High
| cancel      =  
| cancel      =  
| startup    =  
| startup    = 6
| active      =  
| active      = 9
| recovery    =  
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 321: Line 366:


====hop C====
====hop C====
{{MoveData-KOFXV | character = Omega Rugal | moveId = rugal_hc
{{MoveData-KOFXV | character = Omega Rugal | moveId = orugal_hc
| name        = hop C
| name        = hop C
| header      = yes
| header      = yes
Line 327: Line 372:
| orderId    = 1
| orderId    = 1
| input      = h.C
| input      = h.C
| images      = XV_rugal_hc_ima.png
| images      = XV_orugal_jc_ima.png
| hitboxes    = XV_rugal_hc.png
| hitboxes    = XV_orugal_jc.png
| damage      = 70
| damage      = 70
| guard      = High
| guard      = High
| cancel      =  
| cancel      =  
| startup    =  
| startup    = 8
| active      =  
| active      = 6
| recovery    =  
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 343: Line 388:


====jump C====
====jump C====
{{MoveData-KOFXV | character = Omega Rugal | moveId = rugal_jc
{{MoveData-KOFXV | character = Omega Rugal | moveId = orugal_jc
| name        = jump C
| name        = jump C
| header      = no
| header      = no
Line 349: Line 394:
| orderId    = 2
| orderId    = 2
| input      = j.C
| input      = j.C
| images      = XV_rugal_jc_ima.png
| images      = XV_orugal_jc_ima.png
| hitboxes    = XV_rugal_jc.png
| hitboxes    = XV_orugal_jc.png
| damage      = 70
| damage      = 70
| guard      = High
| guard      = High
| cancel      =  
| cancel      =  
| startup    =  
| startup    = 8
| active      =  
| active      = 8
| recovery    =  
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 365: Line 410:


====hop D====
====hop D====
{{MoveData-KOFXV | character = Omega Rugal | moveId = rugal_hd
{{MoveData-KOFXV | character = Omega Rugal | moveId = orugal_hd
| name        = hop D
| name        = hop D
| header      = yes
| header      = yes
Line 371: Line 416:
| orderId    = 1
| orderId    = 1
| input      = h.D
| input      = h.D
| images      = XV_rugal_hd_ima.png
| images      = XV_orugal_jd_ima.png
| hitboxes    = XV_rugal_hd.png
| hitboxes    = XV_orugal_jd.png
| damage      = 70
| damage      = 70
| guard      = High
| guard      = High
| cancel      =  
| cancel      =  
| startup    =  
| startup    = 8
| active      =  
| active      = 6
| recovery    =  
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 387: Line 432:


====jump D====
====jump D====
{{MoveData-KOFXV | character = Omega Rugal | moveId = rugal_jd
{{MoveData-KOFXV | character = Omega Rugal | moveId = orugal_jd
| name        = jump D
| name        = jump D
| header      = no
| header      = no
Line 393: Line 438:
| orderId    = 2
| orderId    = 2
| input      = j.D
| input      = j.D
| images      = XV_rugal_jd_ima.png
| images      = XV_orugal_jd_ima.png
| hitboxes    = XV_rugal_jd.png
| hitboxes    = XV_orugal_jd.png
| damage      = 70
| damage      = 70
| guard      = High
| guard      = High
| cancel      =  
| cancel      =  
| startup    =  
| startup    = 8
| active      =  
| active      = 6
| recovery    =  
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 410: Line 455:
===rush moves===
===rush moves===
====rush 1====
====rush 1====
{{MoveData-KOFXV | character = Omega Rugal | moveId = rugal_rush1
{{MoveData-KOFXV | character = Omega Rugal | moveId = orugal_rush1
| name        = rush 1
| name        = rush 1
| header      = yes
| header      = yes
Line 416: Line 461:
| orderId    = 1
| orderId    = 1
| input      = cl.AA
| input      = cl.AA
| images      = XV_rugal_rush1_ima.png
| images      = XV_orugal_rush1_ima.png
| hitboxes    = XV_rugal_rush1.png
| hitboxes    = XV_orugal_rush1.png
| damage      = 48 (25+25)
| damage      = 48 (25+25)
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = Rush
| startup    =  
| startup    = 6
| active      =  
| active      =  
| recovery    =  
| recovery    =  
| hitadv      =  
| hitadv      = -5
| blockadv    =  
| blockadv    = -7
| invul      =  
| invul      =  
| stun        = 30
| stun        = 30
Line 432: Line 477:


====rush 2====
====rush 2====
{{MoveData-KOFXV | character = Omega Rugal | moveId = rugal_rush2
{{MoveData-KOFXV | character = Omega Rugal | moveId = orugal_rush2
| name        = rush 2
| name        = rush 2
| header      = no
| header      = no
Line 438: Line 483:
| orderId    = 2
| orderId    = 2
| input      = cl.AAX
| input      = cl.AAX
| images      = XV_rugal_rush2_ima.png
| images      = XV_orugal_rush2_ima.png
| hitboxes    = XV_rugal_rush2.png
| hitboxes    = XV_orugal_rush2.png
| damage      = 70 (25+25+25)
| damage      = 70 (25+25+25)
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = Rush
| startup    =  
| startup    = 9
| active      =  
| active      =  
| recovery    =  
| recovery    =  
| hitadv      =  
| hitadv      = -5
| blockadv    =  
| blockadv    = -7
| invul      =  
| invul      =  
| stun        = 30
| stun        = 30
Line 455: Line 500:
===Command normals===
===Command normals===
====Double Tomahawk====
====Double Tomahawk====
{{MoveData-KOFXV | character = Omega Rugal | moveId = rugal_6b
{{MoveData-KOFXV | character = Omega Rugal | moveId = orugal_6b
| name        = Double Tomahawk
| name        = Double Tomahawk
| input      = 4/6B
| input      = 4/6B
| images      = XV_rugal_6b_ima.png
| images      = XV_orugal_6b_ima.png
| hitboxes    = XV_rugal_6b.png
| hitboxes    = XV_orugal_6b.png, XV_orugal_6b2.png, XV_orugal_6b3.png, XV_orugal_6b4.png, XV_orugal_6b5.png, XV_orugal_6b6.png
| damage      = 65
| damage      = 100 (40+60) [60 (30+30)]
| guard      = Mid/High [Mid/Mid]
| guard      = Mid(1),High(2) [Mid]
| cancel      = SP/SU
| cancel      = special(1), super
| startup    =  
| startup    = 10
| active      =  
| active      = 2 (12) 2 [2 (10) 2]
| recovery    =  
| recovery    = 19 [19]
| hitadv      =  
| hitadv      = 0 [-2]
| blockadv    =  
| blockadv    = 0 [-2]
| invul      =  
| invul      =  
| stun        = 80
| stun        = 50 (20+30)
| guardDamage = 120
| guardDamage = 100 (40+60)
}}
}}


===Blowback===
===Blowback===
====Blowback====
====Blowback====
{{MoveData-KOFXV | character = Omega Rugal | moveId = rugal_cd
{{MoveData-KOFXV | character = Omega Rugal | moveId = orugal_cd
| name        = Blowback
| name        = Blowback
| input      = CD
| input      = CD
| images      = XV_rugal_cd_ima.png
| images      = XV_orugal_cd_ima.png
| hitboxes    = XV_rugal_cd.png
| hitboxes    = XV_orugal_cd.png
| damage      = 75
| damage      = 75
| guard      = Mid
| guard      = Mid
| cancel      = SP/SU
| cancel      = special
| startup    =  
| startup    = 15
| active      =  
| active      = 5
| recovery    =  
| recovery    = 23
| hitadv      =  
| hitadv      = Splat - HKD (+72~+88)
| blockadv    =  
| blockadv    = -5
| invul      =  
| invul      =  
| stun        = 100
| stun        = 100
Line 494: Line 539:


====Shatterstrike====
====Shatterstrike====
{{MoveData-KOFXV | character = Omega Rugal | moveId = rugal_236cd
{{MoveData-KOFXV | character = Omega Rugal | moveId = orugal_236cd
| name        = Shatterstrike
| name        = Shatterstrike
| input      = 236CD
| input      = 236CD
| images      = XV_rugal_236cd_ima.png
| images      = XV_orugal_236cd_ima.png
| hitboxes    = XV_rugal_236cd.png
| hitboxes    = XV_orugal_236cd.png, XV_orugal_236cd2.png
| damage      = 75
| damage      = 75
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    =  
| startup    = 15
| active      =  
| active      = 6
| recovery    =  
| recovery    = 27
| hitadv      =  
| hitadv      = Crumple - HKD(+96)
| blockadv    =  
| blockadv    = -10
| invul      =  
| invul      = Armor: 4 to 14 (11 frames)
| stun        = 0
| stun        = 0
| guardDamage = 200
| guardDamage = 200
}}
====AdvanceStrike====
{{MoveData-KOFXV | character = Omega Rugal | moveId = orugal_214cd
| name        = AdvanceStrike
| input      = 214CD
| images      = XV_orugal_214cd_ima.png
| hitboxes    = XV_orugal_214cd.png, XV_orugal_214cd2.png
| damage      = 100
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =
| startup   = 28
| active   = 6
| recovery   = 37 (on whiff) / Recovers faster on hit and block.
| hitadv   =  HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit)
| blockadv   = 3
| invul   = Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames)
| stun        = 0
| guardDamage = 150
}}
}}


====hop CD====
====hop CD====
{{MoveData-KOFXV | character = Omega Rugal | moveId = rugal_hcd
{{MoveData-KOFXV | character = Omega Rugal | moveId = orugal_hcd
| name        = hop CD
| name        = hop CD
| header      = yes
| header      = yes
Line 519: Line 583:
| orderId    = 1
| orderId    = 1
| input      = h.CD
| input      = h.CD
| images      = XV_rugal_hcd_ima.png
| images      = XV_orugal_jcd_ima.png
| hitboxes    = XV_rugal_hcd.png
| hitboxes    = XV_orugal_jcd.png
| damage      = 80
| damage      = 80
| guard      = Mid
| guard      = Mid
| cancel      = SP
| cancel      =  
| startup    =  
| startup    = 15
| active      =  
| active      = 7
| recovery    =  
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 535: Line 599:


====jump CD====
====jump CD====
{{MoveData-KOFXV | character = Omega Rugal | moveId = rugal_jcd
{{MoveData-KOFXV | character = Omega Rugal | moveId = orugal_jcd
| name        = jump CD
| name        = jump CD
| header      = no
| header      = no
Line 541: Line 605:
| orderId    = 2
| orderId    = 2
| input      = j.CD
| input      = j.CD
| images      = XV_rugal_jcd_ima.png
| images      = XV_orugal_jcd_ima.png
| hitboxes    = XV_rugal_jcd.png
| hitboxes    = XV_orugal_jcd.png
| damage      = 90
| damage      = 90
| guard      = Mid
| guard      = Mid
| cancel      = SP
| cancel      =  
| startup    =  
| startup    = 15
| active      =  
| active      = 7
| recovery    =  
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 557: Line 621:


===Throws===
===Throws===
====Dynamite Head Butt====
====Scorpion Deathlock====
{{MoveData-KOFXV | character = Omega Rugal | moveId = rugal_cthrow
{{MoveData-KOFXV | character = Omega Rugal | moveId = orugal_cthrow
| name        = Dynamite Head Butt
| name        = Scorpion Deathlock
| input      = (close) 4/6C
| input      = (close) 4/6C
| images      = XV_rugal_cthrow_ima.png
| images      = XV_orugal_cthrow_ima.png
| hitboxes    = XV_rugal_cthrow.png
| hitboxes    = XV_orugal_cthrow.png
| damage      = 100
| damage      = 100
| guard      = N/A
| guard      = N/A
| cancel      =  
| cancel      =  
| startup    =  
| startup    = 1
| active      =  
| active      = 1
| recovery    =  
| recovery    = 0
| hitadv      =  
| hitadv      = HKD (+62)
| blockadv    =  
| blockadv    = Unblockable
| invul      =  
| invul      =  
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage = 0
}}
}}


====Head Strike====
====Scorpion Deathblow====
{{MoveData-KOFXV | character = Omega Rugal | moveId = rugal_dthrow
{{MoveData-KOFXV | character = Omega Rugal | moveId = orugal_dthrow
| name        = Head Strike
| name        = Scorpion Deathblow
| input      = (close) 4/6D
| input      = (close) 4/6D
| images      = XV_rugal_dthrow_ima.png
| images      = XV_orugal_dthrow_ima.png
| hitboxes    = XV_rugal_dthrow.png
| hitboxes    = XV_orugal_dthrow.png
| damage      = 100
| damage      = 100
| guard      = N/A
| guard      = N/A
| cancel      =  
| cancel      =  
| startup    =  
| startup    = 1
| active      =  
| active      = 1
| recovery    =  
| recovery    = 0
| hitadv      =  
| hitadv      = HKD (+48)
| blockadv    =  
| blockadv    = Unblockable
| invul      =  
| invul      =  
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage = 0
}}
}}


==Specials==
==Specials==
===Ralf Kick===
===Dark Barrier===
====63214B====
====236B====
{{MoveData-KOFXV | character = Omega Rugal | moveId = rugal_63214b
{{MoveData-KOFXV | character = Omega Rugal | moveId = orugal_236b
| name        = Ralf Kick
| name        = Dark Barrier
| header      = yes
| header      = yes
| version    = B
| version    = B
| orderId    = 1
| orderId    = 1
| input      = 63214B
| input      = 236B
| images      = XV_rugal_63214b_ima.png
| images      = XV_orugal_236b_ima.png
| hitboxes    = XV_rugal_63214b.png
| hitboxes    = XV_orugal_236b.png
| damage      = 120
| damage      = 65
| guard      = High
| guard      = Mid
| cancel      = SU
| cancel      = super
| startup    =  
| startup    = 6
| active      =  
| active      = 14
| recovery    =  
| recovery    = 27
| hitadv      =  
| hitadv      = SKD (33: Tech / 60: Non-tech)
| blockadv    =  
| blockadv    = -2
| invul      =  
| invul      =  
| stun        = 80
| stun        = 40
| guardDamage = 120
| guardDamage = 40
}}
}}


====63214D====
====236D====
{{MoveData-KOFXV | character = Omega Rugal | moveId = rugal_63214d
{{MoveData-KOFXV | character = Omega Rugal | moveId = orugal_236d
| name        = Ralf Kick (Fient)
| name        = Dark Barrier
| header      = no
| header      = no
| version    = D
| version    = D
| orderId    = 2
| orderId    = 2
| input      = 63214D
| input      = 236D
| images      = XV_rugal_63214d_ima.png
| images      = XV_orugal_236b_ima.png
| hitboxes    = XV_rugal_63214d.png
| hitboxes    = XV_orugal_236b.png
| damage      = N/A
| damage      = 70
| guard      = N/A
| guard      = Mid
| cancel      =  
| cancel      = super
| startup    =  
| startup    = 11
| active      =  
| active      = 22
| recovery    =  
| recovery    = 19
| hitadv      =  
| hitadv      = SKD (33: Tech / 60: Non-tech)
| blockadv    =  
| blockadv    = -2
| invul      =  
| invul      =  
| stun        =  
| stun        = 40
| guardDamage =  
| guardDamage = 40
}}
}}


====63214BD====
====236BD====
{{MoveData-KOFXV | character = Omega Rugal | moveId = rugal_63214bd
{{MoveData-KOFXV | character = Omega Rugal | moveId = orugal_236bd
| name        = Ralf Kick
| name        = Dark Barrier
| header      = no
| header      = no
| version    = BD
| version    = BD
| orderId    = 3
| orderId    = 3
| input      = 63214BD
| input      = 236BD
| images      = XV_rugal_63214bd_ima.png
| images      = XV_orugal_236b_ima.png
| hitboxes    = XV_rugal_63214bd.png
| hitboxes    = XV_orugal_236bd.png
| damage      = 130 (10+10+10+120)
| damage      = 80
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    =  
| startup    = 15
| active      =  
| active      = 22
| recovery    =  
| recovery    = 19
| hitadv      =  
| hitadv      = Crumple - HKD(+107)
| blockadv    =  
| blockadv    = 0
| invul      =  
| invul      =  
| stun        = 0
| stun        = 0
| guardDamage = 150 total
| guardDamage = 70
}}
}}


===Ralf Impact===
===Genocide Cutter===
====236B====
====623B====
{{MoveData-KOFXV | character = Omega Rugal | moveId = rugal_236b
{{MoveData-KOFXV | character = Omega Rugal | moveId = orugal_623b
| name        = Ralf Impact
| name        = Genocide Cutter
| header      = yes
| header      = yes
| version    = B
| version    = B
| orderId    = 1
| orderId    = 1
| input      = 236B
| input      = 623B
| images      = XV_rugal_236b_ima.png
| images      = XV_orugal_623b_ima.png
| hitboxes    = XV_rugal_236b.png
| hitboxes    = XV_orugal_623b.png, XV_orugal_623b2.png
| damage      = 70
| damage      = 120 (60+60)
| guard      = Mid
| guard      = Mid
| cancel      = SU
| cancel      =  
| startup    =  
| startup    = 6
| active      =  
| active      = 8
| recovery    =  
| recovery    = 47 (31 on ground)
| hitadv      =  
| hitadv      = SKD (31: Tech / 58: Non-tech)
| blockadv    =  
| blockadv    = -36
| invul      =  
| invul      = Full Body: 1 to 8 (8 Frames)
| stun        = 80
| stun        = 80 (40+40)
| guardDamage = 100
| guardDamage = 40
}}
}}


====236D====
====623D====
{{MoveData-KOFXV | character = Omega Rugal | moveId = rugal_236d
{{MoveData-KOFXV | character = Omega Rugal | moveId = orugal_623d
| name        = Ralf Impact
| name        = Genocide Cutter
| header      = no
| header      = no
| version    = D
| version    = D
| orderId    = 2
| orderId    = 2
| input      = 236D
| input      = 623D
| images      = XV_rugal_236d_ima.png
| images      = XV_orugal_623d_ima.png
| hitboxes    = XV_rugal_236d.png
| hitboxes    = XV_orugal_623d.png, XV_orugal_623d2.png, XV_orugal_623d3.png
| damage      = 70
| damage      = 159 (40+40+90)
| guard      = Mid
| guard      = Mid
| cancel      = SU
| cancel      =  
| startup    =  
| startup    = 9
| active      =  
| active      = 8 (11) 3
| recovery    =  
| recovery    = 52 (21 on ground)
| hitadv      =  
| hitadv      = SKD (26: Tech / 53: Non-tech)
| blockadv    =  
| blockadv    = -55
| invul      =  
| invul      = Full Body: 1 to 15 (15 Frames)
| stun        = 80
| stun        = 100 (40+60)
| guardDamage = 120
| guardDamage = 40
}}
}}


====236BD====
====623BD====
{{MoveData-KOFXV | character = Omega Rugal | moveId = rugal_236bd
{{MoveData-KOFXV | character = Omega Rugal | moveId = orugal_623bd
| name        = Ralf Impact
| name        = Genocide Cutter
| header      = no
| header      = no
| version    = BD
| version    = BD
| orderId    = 3
| orderId    = 3
| input      = 236BD
| input      = 623BD
| images      = XV_rugal_236bd_ima.png
| images      = XV_orugal_623bd_ima.png
| hitboxes    = XV_rugal_236bd.png
| hitboxes    = XV_orugal_623bd.png, XV_orugal_623bd2.png, XV_orugal_623bd3.png
| damage      = 100
| damage      = 197 (30+30+60+100)
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    =  
| startup    = 6
| active      =  
| active      = 10 (11) 3
| recovery    =  
| recovery    = 52 (21 on ground)
| hitadv      =  
| hitadv      = HKD (55)
| blockadv    =  
| blockadv    = -57
| invul      =  
| invul      = Full Body: 1 to 14 (14 Frames)
| stun        = 100
| stun        = 0
| guardDamage = 160
| guardDamage = 40
}}
}}


===Dynamite Ralf Punch===
===Vanishing Rush===
====214A====
====214A====
{{MoveData-KOFXV | character = Omega Rugal | moveId = rugal_214a
{{MoveData-KOFXV | character = Omega Rugal | moveId = orugal_214a
| name        = Dynamite Ralf Punch
| name        = Vanishing Rush
| header      = yes
| header      = yes
| version    = A
| version    = A
| orderId    = 1
| orderId    = 1
| input      = 214A
| input      = 214A
| images      = XV_rugal_214a_ima.png
| images      = XV_orugal_214a_ima.png
| hitboxes    = XV_rugal_214a.png
| hitboxes    = XV_orugal_214a.png, XV_orugal_214a2.png
| damage      = 80
| damage      = 80
| guard      = Mid
| guard      = Mid
| cancel      = SU
| cancel      = super
| startup    =  
| startup    = 13
| active      =  
| active      = 5
| recovery    =  
| recovery    = 20
| hitadv      =  
| hitadv      = HKD (69)
| blockadv    =  
| blockadv    = -6
| invul      =  
| invul      =  
| stun        = 60
| stun        = 60
Line 754: Line 818:


====214C====
====214C====
{{MoveData-KOFXV | character = Omega Rugal | moveId = rugal_214c
{{MoveData-KOFXV | character = Omega Rugal | moveId = orugal_214c
| name        = Dynamite Ralf Punch
| name        = Vanishing Rush
| header      = no
| header      = no
| version    = C
| version    = C
| orderId    = 2
| orderId    = 2
| input      = 214C
| input      = 214C
| images      = XV_rugal_214c_ima.png
| images      = XV_orugal_214c_ima.png
| hitboxes    = XV_rugal_214c.png
| hitboxes    = XV_orugal_214c.png, XV_orugal_214c2.png
| damage      = 100
| damage      = 100
| guard      = Mid
| guard      = Mid
| cancel      = SU
| cancel      = super
| startup    =  
| startup    = 29
| active      =  
| active      = 1
| recovery    =  
| recovery    = 26
| hitadv      =  
| hitadv      = HKD (75)
| blockadv    =  
| blockadv    = +2
| invul      =  
| invul      =  
| stun        = 80
| stun        = 60
| guardDamage = 100
| guardDamage = 100
}}
}}


====214AC====
====214AC====
{{MoveData-KOFXV | character = Omega Rugal | moveId = rugal_214ac
{{MoveData-KOFXV | character = Omega Rugal | moveId = orugal_214ac
| name        = Dynamite Ralf Punch
| name        = Vanishing Rush
| header      = no
| header      = no
| version    = AC
| version    = AC
| orderId    = 3
| orderId    = 3
| input      = 214AC
| input      = 214AC
| images      = XV_rugal_214ac_ima.png
| images      = XV_orugal_214a_ima.png
| hitboxes    = XV_rugal_214ac.png
| hitboxes    = XV_orugal_214ac.png
| damage      = 160 (50+50+70)
| damage      = 110 (10*5+60)
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    =  
| startup    = 15
| active      =  
| active      = 1 (2) 1 (2) 1 (2) 1 (2) 1 (3) 1
| recovery    =
| recovery    = 26
| hitadv      =
| hitadv      = Juggle, SKD (40: Tech* / 67: Non-tech)
| blockadv    =
| blockadv    = -8
| invul      =
| stun        = 0
| guardDamage = 210 total
}}
 
===Vulcan Punch===
====mash A/C x5====
{{MoveData-KOFXV | character = Omega Rugal | moveId = rugal_ppppp
| name        = Vulcan Punch
| header      = yes
| version    = regular
| orderId    = 1
| input      = mash A/C x5
| images      = XV_rugal_ppppp_ima.png
| hitboxes    = XV_rugal_ppppp.png
| damage      = 80
| guard      = Mid
| cancel      = SU
| startup    =
| active      =
| recovery    =
| hitadv      =
| blockadv    =
| invul      =
| stun        = 80
| guardDamage = 60
}}
 
====mash AC x5====
{{MoveData-KOFXV | character = Omega Rugal | moveId = rugal_ppppac
| name        = Vulcan Punch
| header      = no
| version    = EX
| orderId    = 2
| input      = mash AC x5
| images      = XV_rugal_ppppac_ima.png
| hitboxes    = XV_rugal_ppppac.png
| damage      = 202 (55+55+55+55)
| guard      = Mid
| cancel      =
| startup    =
| active      =
| recovery    =  
| hitadv      =  
| blockadv    =  
| invul      =  
| invul      =  
| stun        = 0
| stun        = 0
| guardDamage = 30 per
| guardDamage = 110 (10*5+60)
}}
}}


===Gatling Attack===
===Reppuu Ken===
====236A====
====236A====
{{MoveData-KOFXV | character = Omega Rugal | moveId = rugal_236a
{{MoveData-KOFXV | character = Omega Rugal | moveId = orugal_236a
| name        = Gatling Attack
| name        = Reppuu Ken
| header      = yes
| header      = yes
| version    = A
| version    = A
| orderId    = 1
| orderId    = 1
| input      = 236A
| input      = 236A
| images      = XV_rugal_236a_ima.png
| images      = XV_orugal_236a_ima.png
| hitboxes    = XV_rugal_236a.png
| hitboxes    = XV_orugal_236a.png, XV_orugal_236a2.png
| damage      = 110 (30+80)
| damage      = 65
| guard      = Mid
| guard      = Mid
| cancel      = SU
| cancel      = super
| startup    =  
| startup    = 17
| active      =  
| active      = Full Screen Projectile
| recovery    =  
| recovery    = 28
| hitadv      =  
| hitadv      = -2 (Close Range) to 26 (Max Range)
| blockadv    =  
| blockadv    = -4 (Close Range) to 24 (Max Range)
| invul      =  
| invul      =  
| stun        = 40,60
| stun        = 40
| guardDamage = 60,60
| guardDamage = 40
}}
}}


====236C====
====236C====
{{MoveData-KOFXV | character = Omega Rugal | moveId = rugal_236c
{{MoveData-KOFXV | character = Omega Rugal | moveId = orugal_236c
| name        = Gatling Attack
| name        = Reppuu Ken
| header      = no
| header      = no
| version    = C
| version    = C
| orderId    = 2
| orderId    = 2
| input      = 236C
| input      = 236C
| images      = XV_rugal_236c_ima.png
| images      = XV_orugal_236a_ima.png
| hitboxes    = XV_rugal_236c.png
| hitboxes    = XV_orugal_236a.png, XV_orugal_236a2.png
| damage      = 118 (40+40+40)
| damage      = 70
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = super
| startup    =  
| startup    = 15
| active      =  
| active      = Full Screen Projectile
| recovery    =  
| recovery    = 36
| hitadv      =  
| hitadv      = -10 (Close Range) to 24 (Max Range)
| blockadv    =  
| blockadv    = -12 (Close Range) to 23 (Max Range)
| invul      =  
| invul      =  
| stun        = 60,40,20
| stun        = 40
| guardDamage = 40,40,40
| guardDamage = 40
}}
}}


====236AC====
====236AC====
{{MoveData-KOFXV | character = Omega Rugal | moveId = rugal_236ac
{{MoveData-KOFXV | character = Omega Rugal | moveId = orugal_236ac
| name        = Gatling Attack
| name        = Reppuu Ken
| header      = no
| header      = no
| version    = AC
| version    = AC
| orderId    = 3
| orderId    = 3
| input      = 236AC
| input      = 236AC
| images      = XV_rugal_236ac_ima.png
| images      = XV_orugal_236ac_ima.png
| hitboxes    = XV_rugal_236ac.png
| hitboxes    = XV_orugal_236ac.png, XV_orugal_236ac2.png
| damage      = 173 (30+40+15+15+15+15+50)
| damage      = 87 (40+50)
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    =  
| startup    = 17
| active      =  
| active      = Full Screen Projectile
| recovery    =  
| recovery    = 30
| hitadv      =  
| hitadv      = Juggle, SKD (28: Tech / 55: Non-tech) - Close
| blockadv    =  
| blockadv    = -1 (Close Range) to 20 (Max Range)
| invul      =  
| invul      =  
| stun        = 0
| stun        = 0
| guardDamage = 160 total
| guardDamage = 60 (20+40)
}}
}}


===Dive Bomber Punch===
===Violent Ray===
====j.236A====
====214B====
{{MoveData-KOFXV | character = Omega Rugal | moveId = rugal_j236a
{{MoveData-KOFXV | character = Omega Rugal | moveId = orugal_214b
| name        = Dive Bomber Punch
| name        = Violent Ray
| header      = yes
| header      = yes
| version    = A
| version    = B
| orderId    = 1
| orderId    = 1
| input      = j.236A
| input      = 214B
| images      = XV_rugal_j236a_ima.png
| images      = XV_orugal_214b_ima.png
| hitboxes    = XV_rugal_j236a.png
| hitboxes    = XV_orugal_214b.png, XV_orugal_214b2.png
| damage      = 120 [60]
| damage      = 80
| guard      = High
| guard      = Mid
| cancel      =  
| cancel      = super
| startup    =  
| startup    = 12
| active      =  
| active      = Full Screen Projectile
| recovery    =  
| recovery    = 33
| hitadv      =  
| hitadv      = -1 (Close Range) to 32 (Max Range)
| blockadv    =  
| blockadv    = -3 (Close Range) to 30 (Max Range)
| invul      =  
| invul      =  
| stun        = 80
| stun        = 40
| guardDamage = 120
| guardDamage = 40
}}
}}


====j.236C====
====214D====
{{MoveData-KOFXV | character = Omega Rugal | moveId = rugal_j236c
{{MoveData-KOFXV | character = Omega Rugal | moveId = orugal_214d
| name        = Dive Bomber Punch
| name        = Violent Ray
| header      = no
| header      = no
| version    = C
| version    = D
| orderId    = 2
| orderId    = 2
| input      = j.236C
| input      = 214D
| images      = XV_rugal_j236c_ima.png
| images      = XV_orugal_214b_ima.png
| hitboxes    = XV_rugal_j236c.png
| hitboxes    = XV_orugal_214b.png, XV_orugal_214b2.png
| damage      = 120 [60]
| damage      = 80
| guard      = High
| guard      = Mid
| cancel      =  
| cancel      = super
| startup    =  
| startup    = 12
| active      =  
| active      = Full Screen Projectile
| recovery    =  
| recovery    = 33
| hitadv      =  
| hitadv      = -1 (Close Range) to 32 (Max Range)
| blockadv    =  
| blockadv    = -3 (Close Range) to 30 (Max Range)
| invul      =  
| invul      =  
| stun        = 80
| stun        = 40
| guardDamage = 120
| guardDamage = 40
}}
}}


====j.236AC====
====214BD====
{{MoveData-KOFXV | character = Omega Rugal | moveId = rugal_j236ac
{{MoveData-KOFXV | character = Omega Rugal | moveId = orugal_214bd
| name        = Dive Bomber Punch
| name        = Violent Ray
| header      = no
| header      = no
| version    = AC
| version    = BD
| orderId    = 3
| orderId    = 3
| input      = j.236AC
| input      = 214BD
| images      = XV_rugal_j236ac_ima.png
| images      = XV_orugal_214b_ima.png
| hitboxes    = XV_rugal_j236ac.png
| hitboxes    = XV_orugal_214bd.png, XV_orugal_214bd2.png
| damage      = 165 [80]
| damage      = 92 (45+50)
| guard      = High
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    =  
| startup    = 12
| active      =  
| active      = Full Screen Projectile
| recovery    =  
| recovery    = 32
| hitadv      =  
| hitadv      = Juggle, SKD (44: Tech / 71: Non-tech)
| blockadv    =  
| blockadv    = -3 (Close Range) to 20 (Max Range)
| invul      =  
| invul      =  
| stun        = 0
| stun        = 0
| guardDamage = 160
| guardDamage = 80 (40+40)
}}
}}


==Supers==
==Supers==
===Galactica Phantom===
===Gigantic Pressure===
====236236A/C can hold====
====2363214A/C====
{{MoveData-KOFXV | character = Omega Rugal | moveId = rugal_236236p
{{MoveData-KOFXV | character = Omega Rugal | moveId = orugal_2363214p
| name        = Galactica Phantom
| name        = Gigantic Pressure
| header      = yes
| header      = yes
| version    = A or C
| version    = A or C
| orderId    = 1
| orderId    = 1
| input      = 236236A/C can hold
| input      = 2363214A/C
| images      = XV_rugal_236236p_ima.png
| images      = XV_orugal_2363214p_ima.png
| hitboxes    = XV_rugal_236236p.png
| hitboxes    = XV_orugal_2363214p.png
| damage      = 180 [220/260/320]
| damage      = 200
| guard      = Mid
| guard      = Mid
| cancel      = ADV/CMD
| cancel      = advanced, climax
| startup    =  
| startup    = 9
| active      =  
| active      = 33
| recovery    =  
| recovery    = 34
| hitadv      =  
| hitadv      = HKD (+58)
| blockadv    =  
| blockadv    = -25
| invul      =  
| invul      = Full Body: 1 to 8 (8 Frames) / Low Attack Strike Invincible: 9 to 64 (56 Frames)
| stun        = 0
| stun        = 0
| guardDamage = 150 [0]
| guardDamage = 0
}}
}}


====236236AC can hold====
====2363214ac====
{{MoveData-KOFXV | character = Omega Rugal | moveId = rugal_236236ac
{{MoveData-KOFXV | character = Omega Rugal | moveId = orugal_2363214ac
| name        = Galactica Phantom
| name        = Gigantic Pressure
| header      = no
| header      = no
| version    = AC
| version    = AC
| orderId    = 2
| orderId    = 2
| input      = 236236AC can hold
| input      = 2363214AC
| images      = XV_rugal_236236ac_ima.png
| images      = XV_orugal_2363214p_ima.png
| hitboxes    = XV_rugal_236236ac.png
| hitboxes    = XV_orugal_2363214ac.png, XV_orugal_2363214ac2.png
| damage      = 300 (150+150) [340/380/500 (150+190/230/350)]
| damage      = 350 (150+200)
| guard      = Mid
| guard      = Mid
| cancel      = ADV/CMD
| cancel      = climax
| startup    =  
| startup    = 7
| active      =  
| active      = 31
| recovery    =  
| recovery    = 32
| hitadv      =  
| hitadv      = HKD (+57)
| blockadv    =  
| blockadv    = -25
| invul      =  
| invul      = Full Body: 1 to 13 (13 Frames)  / Low Attack Strike Invincible: 14 to 37 (23 Frames)
| stun        = 0
| stun        = 0
| guardDamage = 300 [0]
| guardDamage = 0
}}
}}


===Bareback Vulcan Punch===
===Desperate Ray===
====2141236B/D====
====236236B/D====
{{MoveData-KOFXV | character = Omega Rugal | moveId = rugal_2141236k
{{MoveData-KOFXV | character = Omega Rugal | moveId = orugal_236236k
| name        = Bareback Vulcan Punch
| name        = Desperate Ray
| header      = yes
| header      = yes
| version    = B or D
| version    = B or D
| orderId    = 1
| orderId    = 1
| input      = 2141236B/D
| input      = 236236B/D
| images      = XV_rugal_2141236k_ima.png
| images      = XV_orugal_236236k_ima.png
| hitboxes    = XV_rugal_2141236k.png
| hitboxes    = XV_orugal_236236k.png, XV_orugal_236236k2.png, XV_orugal_236236k3.png, XV_orugal_236236k4.png, XV_orugal_236236k5.png
| damage      = 200 (15*8+80)
| damage      = 180 [150]
| guard      = Mid
| guard      = Mid
| cancel      = ADV/CMD
| cancel      = advanced, climax
| startup    =  
| startup    = 9
| active      =  
| active      = 30
| recovery    =  
| recovery    = 33
| hitadv      =  
| hitadv      = HKD (62 - Close Range to 71 - Max Range)
| blockadv    =  
| blockadv    = -32 (Close Range) to -23 (Max Range)
| invul      =  
| invul      = Full Body: 1 to 4 (4 Frames)
| stun        = 0
| stun        = 0
| guardDamage = 0
| guardDamage = 0
}}
}}


====2141236BD====
====236236BD====
{{MoveData-KOFXV | character = Omega Rugal | moveId = rugal_2141236bd
{{MoveData-KOFXV | character = Omega Rugal | moveId = orugal_236236bd
| name        = Bareback Vulcan Punch
| name        = Desperate Ray
| header      = no
| header      = no
| version    = BD
| version    = BD
| orderId    = 2
| orderId    = 2
| input      = 2141236BD
| input      = 236236BD
| images      = XV_rugal_2141236bd_ima.png
| images      = XV_orugal_236236bd_ima.png
| hitboxes    = XV_rugal_2141236bd.png
| hitboxes    = XV_orugal_236236bd.png, XV_orugal_236236bd2.png, XV_orugal_236236bd3.png, XV_orugal_236236bd4.png, XV_orugal_236236bd5.png, XV_orugal_236236bd6.png, XV_orugal_236236bd7.png, XV_orugal_236236bd8.png, XV_orugal_236236bd9.png, XV_orugal_236236bd10.png, XV_orugal_236236bd11.png
| damage      = 360 (40+40+30*6+100)
| damage      = 333 (200+140) Min:170
| guard      = Mid
| guard      = Mid
| cancel      = ADV/CMD
| cancel      = climax
| startup    =  
| startup    = 7
| active      =  
| active      = 60 (20) 52
| recovery    =  
| recovery    = 59
| hitadv      =  
| hitadv      = HKD (8 - Close Range to 15 - Max Range)
| blockadv    =  
| blockadv    = -42 (Close Range) to -60 (Max Range) 2nd hit
| invul      =  
| invul      = Full Body: 1 to 11 (11 Frames)
| stun        = 0
| stun        = 0
| guardDamage = 0
| guardDamage = 0
Line 1,068: Line 1,087:


===Climax super===
===Climax super===
====Ralf Super Phalanx====
====Dread Fatal Wave====
{{MoveData-KOFXV | character = Omega Rugal | moveId = rugal_2141236cd
{{MoveData-KOFXV | character = Omega Rugal | moveId = orugal_2141236cd
| name        = Ralf Super Phalanx
| name        = Dread Fatal Wave
| input      = 2141236CD
| input      = 2141236CD
| images      = XV_rugal_2141236cd_ima.png
| images      = XV_orugal_2141236cd_ima.png
| hitboxes    = XV_rugal_2141236cd.png
| hitboxes    = XV_orugal_2141236cd.png
| damage      = 450 (60+389+1) Min:281
| damage      = 450 (50+50+50+5*20+200) Min:235
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    =  
| startup    = 6
| active      =  
| active      = 32
| recovery    =  
| recovery    = 84
| hitadv      =  
| hitadv      = HKD (+6)
| blockadv    =  
| blockadv    = -27
| invul      =  
| invul      = Full Body: 1 to 17 (17 Frames)
| stun        = 0
| stun        = 0
| guardDamage = 0
| guardDamage = 0

Latest revision as of 13:50, 7 November 2024

The King of Fighters XV

OverviewStrategyDataCombosReplays

Close Standing Normals

close A

Omega Rugal
orugal_cla
cl.A
cl.A
close A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
25Midcommand549+20-3060


close B

Omega Rugal
orugal_clb
cl.B
cl.B
close B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
30Midcommand446+5+3-3060


close C

Omega Rugal
orugal_clc
cl.C
cl.C
close C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70Midcommand6321-2-4-70 (35+35)120 (40+80)


close D

Omega Rugal
orugal_cld
cl.D
cl.D
close D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80 (40+40)Midcommand102 (8) 519-3-5-80 (40+40)120 (60+60)


Far Standing Normals

far A

Omega Rugal
orugal_fa
f.A
f.A
far A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
25Midsuper6414-3-5-3060


far B

Omega Rugal
orugal_fb
f.B
f.B
far B

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
30Midspecial6214-1-3-3060


far C

Omega Rugal
orugal_fc
f.C
f.C
far C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70Midspecial13323-5-7-70120


far D

Omega Rugal
orugal_fd
f.D
f.D
far D


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Midsuper11520-4-6-70120


Crouch Normals

crouch A

Omega Rugal
orugal_2a
2A
2A
crouch A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
25Midcommand5210+3+1-3060


crouch B

Omega Rugal
orugal_2b
2B
2B
crouch B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
30Lowsuper549+20-3060


crouch C

Omega Rugal
orugal_2c
2C
2C
crouch C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70Midcommand7317+1-1-70120


crouch D

Omega Rugal
orugal_2d
2D
2D
crouch D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Lowspecial7517SKD (28: Tech / 55: Non-tech)-2-70120


jump normals

hop A

Omega Rugal
orugal_ha
h.A
h.A
hop A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
40High-571 on ground---3050


jump A

Omega Rugal
orugal_ja
j.A
j.A
jump A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
45High-571 on ground---3060


hop B

Omega Rugal
orugal_hb
h.B
h.B
hop B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
40High-661 on ground---3050


jump B

Omega Rugal
orugal_jb
j.B
j.B
jump B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
45High-661 on ground---3060



neutral hop B

Omega Rugal
orugal_nhb
nh.B
nh.B
neutral hop B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
40High-671 on ground---3050


neutral jump B

Omega Rugal
orugal_njb
nj.B
nj.B
neutral jump B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
45High-691 on ground---3060


hop C

Omega Rugal
orugal_hc
h.C
h.C
hop C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70High-861 on ground---70100


jump C

Omega Rugal
orugal_jc
j.C
j.C
jump C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70High-881 on ground---70120


hop D

Omega Rugal
orugal_hd
h.D
h.D
hop D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70High-861 on ground---70100


jump D

Omega Rugal
orugal_jd
j.D
j.D
jump D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70High-861 on ground---70120


rush moves

rush 1

Omega Rugal
orugal_rush1
cl.AA
cl.AA
rush 1
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
48 (25+25)MidRush6---5-7-30120 (60+60)


rush 2

Omega Rugal
orugal_rush2
cl.AAX
cl.AAX
rush 2
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70 (25+25+25)MidRush9---5-7-30180 (60+60+60)


Command normals

Double Tomahawk

Omega Rugal
orugal_6b
4/6B
4/6B
Double Tomahawk





Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100 (40+60) [60 (30+30)]Mid(1),High(2) [Mid]special(1), super102 (12) 2 [2 (10) 2]19 [19]0 [-2]0 [-2]-50 (20+30)100 (40+60)


Blowback

Blowback

Omega Rugal
orugal_cd
CD
CD
Blowback
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
75Midspecial15523Splat - HKD (+72~+88)-5-100160


Shatterstrike

Omega Rugal
orugal_236cd
236CD
236CD
Shatterstrike

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
75Mid-15627Crumple - HKD(+96)-10Armor: 4 to 14 (11 frames)0200


AdvanceStrike

Omega Rugal
orugal_214cd
214CD
214CD
AdvanceStrike

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100Mid-28637 (on whiff) / Recovers faster on hit and block.HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit)3Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames)0150


hop CD

Omega Rugal
orugal_hcd
h.CD
h.CD
hop CD
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Mid-1571 on ground---80120


jump CD

Omega Rugal
orugal_jcd
j.CD
j.CD
jump CD
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
90Mid-1571 on ground---80140


Throws

Scorpion Deathlock

Omega Rugal
orugal_cthrow
(close) 4/6C
(close) 4/6C
Scorpion Deathlock
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100N/A-110HKD (+62)Unblockable-00


Scorpion Deathblow

Omega Rugal
orugal_dthrow
(close) 4/6D
(close) 4/6D
Scorpion Deathblow
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100N/A-110HKD (+48)Unblockable-00


Specials

Dark Barrier

236B

Omega Rugal
orugal_236b
236B
236B
Dark Barrier
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
65Midsuper61427SKD (33: Tech / 60: Non-tech)-2-4040


236D

Omega Rugal
orugal_236d
236D
236D
Dark Barrier
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70Midsuper112219SKD (33: Tech / 60: Non-tech)-2-4040


236BD

Omega Rugal
orugal_236bd
236BD
236BD
Dark Barrier
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Mid-152219Crumple - HKD(+107)0-070


Genocide Cutter

623B

Omega Rugal
orugal_623b
623B
623B
Genocide Cutter

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
120 (60+60)Mid-6847 (31 on ground)SKD (31: Tech / 58: Non-tech)-36Full Body: 1 to 8 (8 Frames)80 (40+40)40


623D

Omega Rugal
orugal_623d
623D
623D
Genocide Cutter


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
159 (40+40+90)Mid-98 (11) 352 (21 on ground)SKD (26: Tech / 53: Non-tech)-55Full Body: 1 to 15 (15 Frames)100 (40+60)40


623BD

Omega Rugal
orugal_623bd
623BD
623BD
Genocide Cutter


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
197 (30+30+60+100)Mid-610 (11) 352 (21 on ground)HKD (55)-57Full Body: 1 to 14 (14 Frames)040


Vanishing Rush

214A

Omega Rugal
orugal_214a
214A
214A
Vanishing Rush

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Midsuper13520HKD (69)-6-6080


214C

Omega Rugal
orugal_214c
214C
214C
Vanishing Rush

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100Midsuper29126HKD (75)+2-60100


214AC

Omega Rugal
orugal_214ac
214AC
214AC
Vanishing Rush
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
110 (10*5+60)Mid-151 (2) 1 (2) 1 (2) 1 (2) 1 (3) 126Juggle, SKD (40: Tech* / 67: Non-tech)-8-0110 (10*5+60)


Reppuu Ken

236A

Omega Rugal
orugal_236a
236A
236A
Reppuu Ken

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
65Midsuper17Full Screen Projectile28-2 (Close Range) to 26 (Max Range)-4 (Close Range) to 24 (Max Range)-4040


236C

Omega Rugal
orugal_236c
236C
236C
Reppuu Ken

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70Midsuper15Full Screen Projectile36-10 (Close Range) to 24 (Max Range)-12 (Close Range) to 23 (Max Range)-4040


236AC

Omega Rugal
orugal_236ac
236AC
236AC
Reppuu Ken

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
87 (40+50)Mid-17Full Screen Projectile30Juggle, SKD (28: Tech / 55: Non-tech) - Close-1 (Close Range) to 20 (Max Range)-060 (20+40)


Violent Ray

214B

Omega Rugal
orugal_214b
214B
214B
Violent Ray

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Midsuper12Full Screen Projectile33-1 (Close Range) to 32 (Max Range)-3 (Close Range) to 30 (Max Range)-4040


214D

Omega Rugal
orugal_214d
214D
214D
Violent Ray

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Midsuper12Full Screen Projectile33-1 (Close Range) to 32 (Max Range)-3 (Close Range) to 30 (Max Range)-4040


214BD

Omega Rugal
orugal_214bd
214BD
214BD
Violent Ray

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
92 (45+50)Mid-12Full Screen Projectile32Juggle, SKD (44: Tech / 71: Non-tech)-3 (Close Range) to 20 (Max Range)-080 (40+40)


Supers

Gigantic Pressure

2363214A/C

Omega Rugal
orugal_2363214p
2363214A/C
2363214A/C
Gigantic Pressure
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
200Midadvanced, climax93334HKD (+58)-25Full Body: 1 to 8 (8 Frames) / Low Attack Strike Invincible: 9 to 64 (56 Frames)00


2363214ac

Omega Rugal
orugal_2363214ac
2363214AC
2363214AC
Gigantic Pressure

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
350 (150+200)Midclimax73132HKD (+57)-25Full Body: 1 to 13 (13 Frames) / Low Attack Strike Invincible: 14 to 37 (23 Frames)00


Desperate Ray

236236B/D

Omega Rugal
orugal_236236k
236236B/D
236236B/D
Desperate Ray




Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
180 [150]Midadvanced, climax93033HKD (62 - Close Range to 71 - Max Range)-32 (Close Range) to -23 (Max Range)Full Body: 1 to 4 (4 Frames)00


236236BD

Omega Rugal
orugal_236236bd
236236BD
236236BD
Desperate Ray










Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
333 (200+140) Min:170Midclimax760 (20) 5259HKD (8 - Close Range to 15 - Max Range)-42 (Close Range) to -60 (Max Range) 2nd hitFull Body: 1 to 11 (11 Frames)00


Climax super

Dread Fatal Wave

Omega Rugal
orugal_2141236cd
2141236CD
2141236CD
Dread Fatal Wave
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
450 (50+50+50+5*20+200) Min:235Mid-63284HKD (+6)-27Full Body: 1 to 17 (17 Frames)00