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The King of Fighters XV/Omega Rugal: Difference between revisions
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<section begin="image"/>[[File:KOFXV_Omega_Rugal_Profile.png|thumb|This dark arms merchant of death once ruled the world’s black market, and was never shy about digging his fangs into any fighter that dared challenge him. Through the power of Orochi, he was given life once again, until a group of fierce fighters brought his reign to an end. Now, due to Verse’s influence, he’s returned to the mortal realm to extract vengeance.]]<section end="image"/> | <section begin="image"/>[[File:KOFXV_Omega_Rugal_Profile.png|thumb|This dark arms merchant of death once ruled the world’s black market, and was never shy about digging his fangs into any fighter that dared challenge him. Through the power of Orochi, he was given life once again, until a group of fierce fighters brought his reign to an end. Now, due to Verse’s influence, he’s returned to the mortal realm to extract vengeance. | ||
<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"> | |||
<big>'''Jump:''' 43f | |||
<br>'''Hop:''' 32f | |||
<br>'''Backdash:''' 23f | |||
<br>'''Run Speed Ranking:''' 7 | |||
</big></div>]]<section end="image"/> | |||
{{TOClimit|3}} | {{TOClimit|3}} | ||
==Movelist== | ==Movelist== | ||
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If Rugal has meter, he can burn it to go into one of several wonderful EX special moves that give him ample opportunities for comboing midscreen and in the corner. His best feature is his defensive play: Rugal has two fireballs that cover different angles, the aforementioned fullscreen laser super that can be used as a punish, a reflector for returning projectiles in fireball wars, and one of the best DPs in the game with an EX version that sends people completely fullscreen. And if people somehow get past all of that, he also has a rushing hit-grab super that drags his unfortunate foes all the way to the corner on hit. This combined with his poking normals can make him very hard to approach, especially if the Rugal player varies up their options consistently. | If Rugal has meter, he can burn it to go into one of several wonderful EX special moves that give him ample opportunities for comboing midscreen and in the corner. His best feature is his defensive play: Rugal has two fireballs that cover different angles, the aforementioned fullscreen laser super that can be used as a punish, a reflector for returning projectiles in fireball wars, and one of the best DPs in the game with an EX version that sends people completely fullscreen. And if people somehow get past all of that, he also has a rushing hit-grab super that drags his unfortunate foes all the way to the corner on hit. This combined with his poking normals can make him very hard to approach, especially if the Rugal player varies up their options consistently. | ||
Rugal's two biggest weaknesses are speed and his unusual gameplay. While Rugal's options are all pretty solid, they tend to be quite slow and committal, or very atypical. This makes him susceptible to being counterpoked, and he will require a bit more labbing than other characters just to figure out what move to use where in what situation. This becomes worse when taking his lack of many ways to burst approach or his lack of a good lariat/sobat. This requires Rugal to switch between two completely different styles of play ( | Rugal's two biggest weaknesses are speed and his unusual gameplay. While Rugal's options are all pretty solid, they tend to be quite slow and committal, or very atypical. This makes him susceptible to being counterpoked, and he will require a bit more labbing than other characters just to figure out what move to use where in what situation. This becomes worse when taking his lack of many ways to burst approach or his lack of a good lariat/sobat. This requires Rugal to switch between two completely different styles of play (zoning/keep-away and offensive pressure), rather than seamlessly transitioning between them. You'll need to properly gauge the moment to stop keeping your opponent out and start trying to get in based on the situation, your opponent's playstyle, and the character matchup. | ||
Overall, Rugal is a solid pick for someone who seeks a specialist character with little need for team specialization. His | Overall, Rugal is a solid pick for someone who seeks a specialist character with little need for team specialization. His solid neutral, fantastic meter gain, and good pressure up close make him a viable pick for any position on any team, but his specificity also dictates that you must know him in and out in order to properly utilize his tools. | ||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
| intro = '''''Rugal is a defensive character who excels at | | intro = '''''Rugal is a defensive character who excels at rewarding good reads.''''' | ||
| pros= | | pros= | ||
* '''Strong Neutral''': Rugal has several great pokes that help him control space from afar, including a massive, special cancelable far C. His Violent Ray projectile is also incredibly oppressive and can force opponents to engage him at very linear angles. Couple this all with a gigantic DP and the best reflector in the game, and you get a character who has an advantage in neutral against most characters, period. | * '''Strong Neutral''': Rugal has several great pokes that help him control space from afar, including a massive, special cancelable far C. His Violent Ray projectile is also incredibly oppressive and can force opponents to engage him at very linear angles. Couple this all with a gigantic DP and the best reflector in the game, and you get a character who has an advantage in neutral against most characters, period. | ||
* '''Great Pressure''': Several strong jump-ins, good low pokes, good blockstrings, a fast sweep, and one of the hardest to deal with pressure CDs in the game, Omega Rugal can keep an opponent locked down, stop them from escaping, and reset pressure with great efficiency. | * '''Great Pressure''': Several strong jump-ins, good low pokes, good blockstrings, a fast sweep, and one of the hardest to deal with pressure CDs in the game, Omega Rugal can keep an opponent locked down, stop them from escaping, and reset pressure with great efficiency. | ||
* '''Defense''': | * '''Defense''': Great anti-hop abare, a huge and powerful reversal DP, the best reflector in the game, great defensive pokes, an amazing Shatterstrike with great rewards, and projectiles that either stop run-ins or jump-ins. Rugal is, simply put, infuriating to try and approach. | ||
* '''Meter Burn''': Rugal's EX specials all provide him with great combo opportunities. Cancelling into Gigantic Pressure allows him to immediately end neutral and drag you to the corner, while Desperation Ray is a great combo ender and punish tool. His 0.5/1 meter damage is also very good. | * '''Meter Burn''': Rugal's supers and EX specials all provide him with great combo opportunities. Cancelling into Gigantic Pressure allows him to immediately end neutral and drag you to the corner, while Desperation Ray is a great combo ender and punish tool. His 0.5/1 meter damage is also very good. | ||
* '''Meter Gain/Efficiency''': Rugal's specials all generate copious amounts of meter, with Genocide Cutter generating nearly a fourth of a bar alone. If he gets a solid starter, it's likely that much of the meter he spent will be refunded. This also results in Rugal having access to his powerful EX combos fairly early into a match even as a point character. A simple meterless combo into D Genocide Cutter will result in a hefty amount of meter build, while a basic 0.5 bar combo will only result in 1/8 of your meter being spent by the end of it, easily refilled by landing a single special. | * '''Meter Gain/Efficiency''': Rugal's specials all generate copious amounts of meter, with Genocide Cutter generating nearly a fourth of a bar alone. If he gets a solid starter, it's likely that much of the meter he spent will be refunded. This also results in Rugal having access to his powerful EX combos fairly early into a match even as a point character. A simple meterless combo into D Genocide Cutter will result in a hefty amount of meter build, while a basic 0.5 bar combo will only result in 1/8 of your meter being spent by the end of it, easily refilled by landing a single special. | ||
* '''Fatass Buttons''': 5A eats hops for breakfast, 5B grants him great utility conversions off lights, 5C is ''evasive and huge and special cancelable'', and 5D eats EVERYTHING for breakfast. His jC is gigantic and active, making it a fantastic air to air and general approach tool, and his jCD hits insanely deep to make sure nothing short of an invincible move will anti air it - be it during pressure or neutral. Rugal has a lot of tools to stop the opponent from just rushing in, they have to be patient. Which in turn allows him to go on the warpath. | |||
| cons= | | cons= | ||
* ''' | * '''No Easy Anti-Airs''': Rugal's only reactive button anti air is clA. He has to rely on Genocide Cutter to AA otherwise. | ||
* '''Limited Conversions''': Rugal's lack of long range light conversions that deal... Any meaningful damage means he can't get much off midscreen neutral wins, causing his neutral to rely more on keepaway than converting to big damage. Rugal's basic jump-ins, starters, far C, and Shatterstrike are really the only ranged conversions into full damage that he has. The range on Rugal's lights, while not stubby, isn't particular far, either. This means his light confirms are often due to punishes and up-close pressure rather than a far-reaching poke confirm. This also limits the threat of his abare heavily, forcing him to rely on options that simply return the game to a neutral state. | |||
* '''Limited | * '''Large Frame''': Rugal's large size might make him an intimidating boss character, but it also makes him a much bigger target. In a game where movement is important, this downside is greater than one may expect. | ||
* ''' | * '''Risk''': Rugal's killer neutral primarily lies in keep-away. If he wants that damage, he needs to get in. While Rugal does posses the tools to close the gap and keep up the pressure, many of these tools are committal, specific, or posses some other flaw. His Jump CD lacks in air-to-air utility, for instance, while his otherwise fantastic jump C has a comparatively high hitbox for an aerial approach, which can cause it to whiff on crouchers. Adding to that, his run speed is only just okay (though his hunched-over run animation can let him run under some higher attacks), and he tends to require a hard knockdown to safely run in. | ||
* '''Low Profiled''': Rugal's zoning goes from being oppressive to just simply alright or worse if a character can run under Violent Ray. This means Rugal has to fundamentally change the way he approaches neutral depending on if this is possible. Unfortunately for him, '''a little over half the roster can do this.''' | |||
}} | }} | ||
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|input=f.A | |input=f.A | ||
|description=* Super long and quite active to make up for its recovery. | |description=* Super long and quite active to make up for its recovery. | ||
Annoying ass hop check. Despite its angle Rugal's entire arm is a hitbox so it eats hops | Annoying ass hop check. Despite its angle Rugal's entire arm is a hitbox so it eats hops for breakfast. Synergizes well with close A. | ||
}} | }} | ||
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|name=far B | |name=far B | ||
|input=f.B | |input=f.B | ||
|captions= | |captions= | ||
|description=* Moves Rugal slightly forward. | |description=* Moves Rugal slightly forward. | ||
Quick, good ranged poke and hit-confirm normal outside of 2A ranges. Won't combo into any EX moves Rugal has besides Genocide Cutter, but fortunately can combo into 623D at closer ranges for acceptable reward. You should most often combo into 214A as it's more reliable, however. | Quick, good ranged poke and hit-confirm normal outside of 2A ranges. Won't combo into any EX moves Rugal has besides Genocide Cutter, but fortunately can combo into 623D at closer ranges for acceptable reward. You should most often combo into 214A as it's more reliable, however. | ||
Doesn't really work well with his kit considering you can't catch hops. | |||
}} | }} | ||
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|description=Evasive, long range normal that's hard to counterpoke. | |description=Evasive, long range normal that's hard to counterpoke. | ||
* Huge range. Does not catch hops. | * Huge range. Does not catch hops. | ||
If only it had less recovery or caught hops. This move recovers really slowly and can be easily whiff punished by a keen player, but it pretty much cannot be counterpoked due to how far back Rugal pulls himself during the startup. | If only it had less recovery or caught hops. This move recovers really slowly and can be easily whiff punished by a keen player, but it pretty much cannot be counterpoked due to how far back Rugal pulls himself during the startup. Also leads to EX Vanishing Rush on hitconfirm. | ||
}} | }} | ||
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|input=f.D | |input=f.D | ||
|description=* Massive coverage and INSANELY active. | |description=* Massive coverage and INSANELY active. | ||
Throw this out to catch jump-ins, hops, approaches, and low profiles all in one. Just be wary that | * Great deal of pushback on block. | ||
Throw this out to catch jump-ins, hops, approaches, and low profiles all in one. Just be wary that it has less range than far C. | |||
}} | }} | ||
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|name=close B | |name=close B | ||
|input=cl.B | |input=cl.B | ||
|description= | |description= | ||
Rugal's fastest and most plus button. Hard to use unless the opponent is very close. As a proximity button, its usage for abare is unreliable due to the miniscule activation range. | |||
}} | }} | ||
====close C==== | ====close C==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|name=crouch C | |name=crouch C | ||
|input=2C | |input=2C | ||
|captions=This button doesn't exist. | |||
|description=* Has less range than his lights. | |description=* Has less range than his lights. | ||
* Whiff cancellable. | * Whiff cancellable. | ||
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* Moves Rugal slightly forward. | * Moves Rugal slightly forward. | ||
* Whiff cancellable. | * Whiff cancellable. | ||
Stubby sweep that moves Rugal forwards slightly. Compensates for its poor range with below-average startup and whiff-cancelability. | |||
}} | }} | ||
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|name=jump A | |name=jump A | ||
|input=j.A | |input=j.A | ||
|description2= | |description2=Not very commonly used jump normal, its his fastest one but it doesn't air to air as well as j.C. If you want a last second air to air you can use it and find success for certain, but know that most of the time j.C is preferred. | ||
}} | }} | ||
====Jump B==== | ====Jump B==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|name=neutral jump B | |name=neutral jump B | ||
|input=nj.B | |input=nj.B | ||
|description2=* Effective air-to-air poke. While j.C is better for this, nj.B comes out a little faster, good for when you're under pressure. | |description2=* Effective air-to-air poke. While j.C is better for this, nj.B comes out a little faster, good for when you're under pressure. Hits as an instant overhead on characters with average crouch height or above. | ||
}} | }} | ||
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|name=rush | |name=rush | ||
|input=cl.AA/cl.AAX | |input=cl.AA/cl.AAX | ||
|description2=* | |description2=*cl.AAAB cancels into 623B. | ||
}} | }} | ||
===Blowback=== | ===Blowback=== | ||
====Blowback==== | ====Blowback==== | ||
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|name=Shatter Strike | |name=Shatter Strike | ||
|input=236CD | |input=236CD | ||
|description=* Basic Shatter Strike, but has long range. | |description=* Basic Shatter Strike, but has long range. Has noticeable scaling when canceled into. | ||
Rugal gets uniquely incredible reward off his Shatter Strike as a result of his special moves being so great for juggles and Genocide Cutter dealing so much damage. A cornered 236CD can turn the tides in your favor by side switching with 214AC cl.D 623K. There is very little reason to not use this tool on defense. | Rugal gets uniquely incredible reward off his Shatter Strike as a result of his special moves being so great for juggles and Genocide Cutter dealing so much damage. A cornered 236CD can turn the tides in your favor by side switching with 214AC cl.D 623K. There is very little reason to not use this tool on defense. | ||
}} | |||
====AdvanceStrike==== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=orugal_214cd | |||
|description= | |||
*Same animation and range as his CD. | |||
* The throw counter is at the feet. | |||
}} | }} | ||
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|input=j.CD | |input=j.CD | ||
|description2=* Steep j.CD. | |description2=* Steep j.CD. | ||
* Can cross up from really specific ranges but don't count on it, more of a happy accident | |||
Poor as an air-to-air but fantastic for air-to-ground pressure. Pretty much anything at Rugal's feet loses to this move. | Poor as an air-to-air but fantastic for air-to-ground pressure. Pretty much anything at Rugal's feet loses to this move. | ||
}} | }} | ||
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|input=(close) 4/6D | |input=(close) 4/6D | ||
|description= | |description= | ||
* | * grants a safejump with a manually timed superjump | ||
}} | }} | ||
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|name=Double Tomahawk | |name=Double Tomahawk | ||
|input=4/6B | |input=4/6B | ||
|hitboxCaptions= Raw Version, , , Cancel Version | |||
|description= | |description= | ||
* Values in [] indicate values when cancelled into. | * Values in [] indicate values when cancelled into. | ||
* 2nd hit is overhead unless cancelled into. | * 2nd hit is overhead unless cancelled into. | ||
* Note that this mode can be input as either 4 or 6B. The most useful application for this is to cleanly cancel from Double Tomahawk into Dark Barrier (236K) without the risk of input overlap causing Genocide Cutter (623K) to occur. (i.e. input 2B > 2A > 4B > 236B in a block string/combo instead of 2B > 2A > 6B > 236B). | * Note that this mode can be input as either 4 or 6B. The most useful application for this is to cleanly cancel from Double Tomahawk into Dark Barrier (236K) without the risk of input overlap causing Genocide Cutter (623K) to occur. (i.e. input 2B > 2A > 4B > 236B in a block string/combo instead of 2B > 2A > 6B > 236B). | ||
This is Rugal's most important button. It allows him to combo into all of his specials, adds an extra layer to his pressure, and has great range to boot. Hit-confirming into this off of 2A is how Rugal gets big damage off of close range tags. | This is Rugal's most important button. It allows him to combo into all of his specials, adds an extra layer to his pressure, and has great range to boot. Hit-confirming into this off of 2A is how Rugal gets big damage off of close range tags. Although the second hit is an overhead, this will rarely catch aware players if the first one is blocked. Whiffing the first hit can enable sneaky overheads. The added pushback on block can make this move a safe blockstring ender, as well. | ||
Although the second hit is an overhead, this will rarely catch aware players if the first one is blocked. Whiffing the first hit | |||
}} | }} | ||
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|name=Dark Barrier | |name=Dark Barrier | ||
|input=236B/D/BD | |input=236B/D/BD | ||
|hitboxCaptions= Normal Version, EX Version | |||
|description3= | |description3= | ||
* Reflects projectiles, including EX and supers. | * Reflects projectiles, including EX and supers. | ||
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|name=Genocide Cutter | |name=Genocide Cutter | ||
|input=623B/D/BD | |input=623B/D/BD | ||
|hitboxCaptions= B Version, , D Version, , , EX Version | |||
|description3= | |description3= | ||
* All versions have full invulnerability. | * All versions have full invulnerability. | ||
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* B version grants a safe jump but it has to be timed manually. | * B version grants a safe jump but it has to be timed manually. | ||
* ''Both'' hits are very active on both B and D versions. | * ''Both'' hits are very active on both B and D versions. | ||
The ever-infamous Genocide Cutter. The | The ever-infamous Genocide Cutter. The most damaging DP in the game with generous invulnerability and active frames, more than capable of blowing up any move that comes into contact with it. Compared to other DPs, Genocide Cutter does not have a quicker but upper body invulnerable version, meaning Rugal needs to react quicker to jump-ins than others. | ||
The B version is the quickest and "safest" of the bunch - recovering as fast as a light DP while having the properties typical of a heavy - while the D version is best used as a combo ender thanks to its very high damage and meter gain. Exercise heavy caution using the D and EX versions as reversals or anti-airs, as they are excruciatingly slow to recover and will often result in Rugal being hit with the opponent's strongest starters. If you can react in time to a jump-in however, it is highly rewarding. | The B version is the quickest and "safest" of the bunch - recovering as fast as a light DP while having the properties typical of a heavy - while the D version is best used as a combo ender thanks to its very high damage and meter gain. Exercise heavy caution using the D and EX versions as reversals or anti-airs, as they are excruciatingly slow to recover and will often result in Rugal being hit with the opponent's strongest starters. If you can react in time to a jump-in however, it is highly rewarding. | ||
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|name=Vanishing Rush | |name=Vanishing Rush | ||
|input=214A/C/AC | |input=214A/C/AC | ||
|hitboxCaptions= A Version, , C Version, , EX Version | |||
|description3= | |description3= | ||
* C version is plus on block. | * A version causes a HKD that leads to an autotimed safejump | ||
* C version is plus on block. Launcher on hit. | |||
* EX version launches and is a staple combo tool. | * EX version launches and is a staple combo tool. | ||
A version is a hit-confirm tool | A version is a hit-confirm tool from far B, technically best meterless damage from lights for a knockdown (seeing as neither version of Genocide Cutter sets up for much oki). It is always very unsafe, has no invincibility, has a grounded only hitbox, and puts Rugal point blank. Use this ONLY in grounded combos. The same goes for his EX, which is even less safe and gives your opponent more time to react on block. It's highly inadvisable to use this in neutral over his other specials. | ||
The C version on the other hand is quite slow, but thanks to being plus it's much more rewarding should you manage to get the opponent to block it. Will catch jumps after a stand CD, and catches hops otherwise, making it | The C version on the other hand is quite slow, but thanks to being plus it's much more rewarding should you manage to get the opponent to block it. Will catch jumps after a stand CD, and catches hops otherwise, making it a great asset for fireball pressure. It also can provide excellent corner carry due to the distance Rugal travels and the fact that the C version is a launcher, allowing Rugal plenty of time to follow up, usually into the first hit of cl.D and then whatever he so desires. Will also catch airborne opponents after a counter hit CD, though most of the time the EX is used for great damage. For all it's worth though, be noted you can be thrown out of it on startup, so use with caution. | ||
}} | }} | ||
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|name=Reppuu Ken | |name=Reppuu Ken | ||
|input=236A/C/AC | |input=236A/C/AC | ||
|hitboxCaptions= Normal Version, , EX Version | |||
|description3= | |description3= | ||
* A version is slow, C version is fast. | * A version is slow, C version is fast. | ||
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|name=Violent Ray | |name=Violent Ray | ||
|input=214B/D/BD | |input=214B/D/BD | ||
|description3= | |captions=Anti-air projectile | ||
|hitboxCaptions= Normal Version, , EX Version | |||
|description3= Rugal strikes a pose and releases a laser blast from his augmented eye. | |||
* Whiffs on crouching opponents. | |||
Violent Ray is a new tool for Rugal that supplements his zoning and keepaway. Since Rugal is tall and the projectile is fired from a high position, all of the cast can avoid it by crouching; some with smaller frames (such as Nakoruru, Hinako, and Kula) can avoid it just by standing. As a plus, Violent Ray has faster startup than most other projectiles (confirms from lights up close) which makes it easier to tag airborne opponents with. It is also safe on block at point-blank range and becomes plus from just slightly further away, making it a decent pressure tool on standing opponents. | |||
* Characters that cannot run under Violent Ray: | * Characters that cannot run under Violent Ray: | ||
Antonov, Athena, Clark, Kim, Kula, Kyo, Maxima, Meitenkun, Ralf, Ramon, Robert, Ryo, Shermie, Shingo, Vanessa | |||
}} | }} | ||
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|name=Gigantic Pressure | |name=Gigantic Pressure | ||
|input=2363214A/C/AC | |input=2363214A/C/AC | ||
|hitboxCaptions= Normal Version, Max Version | |||
|description2= | |description2= | ||
* Guarantees corner carry. | * Guarantees corner carry. | ||
* MAX version has full body | * MAX version has full body invulnerability. | ||
Strong combo super that results in full corner carry. | Strong combo super that results in full corner carry. Not quite optimal for 1.5 bar combos, but close enough to where the corner carry is usually worth the damage lost. MAX version has invincibility, but Rugal has better reversal options for less meter. | ||
}} | }} | ||
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|name=Desperate Ray | |name=Desperate Ray | ||
|input=236236B/D/BD | |input=236236B/D/BD | ||
|hitboxCaptions= Normal Version, , , , , Max Version | |||
|description2= | |description2= | ||
* Can OTG opponents. Values in [] indicate damage when the move OTGs. | * Can OTG opponents. Values in [] indicate damage when the move OTGs. | ||
Fantastic fullscreen beam super that catches literally everything and has very low recovery for a super. Also important in 1.5 bar corner juggles from EX Vanishing Rush, as 236B > 236236B will let you juggle afterward. You can use this as a hit-confirm for an EX fireball from fullscreen for a cheeky 300 damage fireball. | Fantastic fullscreen beam super that catches literally everything and has very low recovery for a super. Also important in 1.5 bar corner juggles from EX Vanishing Rush, as 236B > 236236B will let you juggle afterward. You can use this as a hit-confirm for an EX fireball from fullscreen for a cheeky 300 damage fireball. Also can OTG if you anti air with B Genocide Cutter high up enough, as well as other soft knockdowns (see note above).The hitbox continues to cover the screen regardless of the animation, meaning it cannot be rolled through. | ||
}} | }} | ||
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* EX Genocide Cutter (623BD) is the version Omega Rugal uses in ''KOF 2002'', adding the third hit. | * EX Genocide Cutter (623BD) is the version Omega Rugal uses in ''KOF 2002'', adding the third hit. | ||
{{Colors-KOFXV}} | |||
==Videos== | ==Videos== | ||
{{#ev:youtube|pO5qI_RyXT0|||'''Omega Rugal Reveal Trailer'''|frame}} | {{#ev:youtube|pO5qI_RyXT0|||'''Omega Rugal Reveal Trailer'''|frame}} |
Latest revision as of 15:27, 14 February 2025

Hop: 32f
Backdash: 23f
Run Speed Ranking: 7
Movelist
(*) = EX OK
(!) = MAX OK
(Midair Only) = Can only be done in the air.
(Air OK) = Can be done both on the ground and in the air.
Throws
Command Normals
Special Moves
Super Special Moves
Climax Super Special Moves
0 Meter |
Anywhere |
((2B > 2A)/(cl.C) > 4/6B > 623D = 213/240 dmg |
1 Meter |
Anywhere |
((2B > 2A)/(cl.C) > 4/6B > 236BD, 214AC, cl.D > 623D = 374/409 dmg |
2 Meters |
Anywhere |
((2B > 2A)/(cl.C) > 4/6B > 236BD, 214AC, cl.D > 236C > 2363214A/C = 445/485 dmg |
Gameplay Overview
One of the most legendary fighting game bosses of all time finally makes his return! Omega Rugal is a solid midrange defensive character with a suite of strong normals and specials.
Rugal excels at zoning, and the midrange poking game. He has great normals like f.A, f.C, 2B, 2D, an incredible jump CD, and a fantastic Shatterstrike with powerful follow-ups, as well as multiple projectiles that cover multiple approach options, and a fullscreen super to keep opponents out, as well as effective specials that re-establish distance when the opponent gets too close. He has generous hit-confirms windows off of 6B, cl.D and cl.C, which he can use to combo into a number of powerful special moves.
If Rugal has meter, he can burn it to go into one of several wonderful EX special moves that give him ample opportunities for comboing midscreen and in the corner. His best feature is his defensive play: Rugal has two fireballs that cover different angles, the aforementioned fullscreen laser super that can be used as a punish, a reflector for returning projectiles in fireball wars, and one of the best DPs in the game with an EX version that sends people completely fullscreen. And if people somehow get past all of that, he also has a rushing hit-grab super that drags his unfortunate foes all the way to the corner on hit. This combined with his poking normals can make him very hard to approach, especially if the Rugal player varies up their options consistently.
Rugal's two biggest weaknesses are speed and his unusual gameplay. While Rugal's options are all pretty solid, they tend to be quite slow and committal, or very atypical. This makes him susceptible to being counterpoked, and he will require a bit more labbing than other characters just to figure out what move to use where in what situation. This becomes worse when taking his lack of many ways to burst approach or his lack of a good lariat/sobat. This requires Rugal to switch between two completely different styles of play (zoning/keep-away and offensive pressure), rather than seamlessly transitioning between them. You'll need to properly gauge the moment to stop keeping your opponent out and start trying to get in based on the situation, your opponent's playstyle, and the character matchup.
Overall, Rugal is a solid pick for someone who seeks a specialist character with little need for team specialization. His solid neutral, fantastic meter gain, and good pressure up close make him a viable pick for any position on any team, but his specificity also dictates that you must know him in and out in order to properly utilize his tools.
Rugal is a defensive character who excels at rewarding good reads. | |
Pros | Cons |
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Normals
Far Standing Normals
far A
far A
f.A
f.A |
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far B
far B
f.B
f.B |
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far C
far C
f.C
f.C |
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far D
far D
f.D
f.D |
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Close Standing Normals
close A
close A
cl.A
cl.A |
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close B
close B
cl.B
cl.B |
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close C
close C
cl.C
cl.C |
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close D
close D
cl.D
cl.D |
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Crouch Normals
crouch A
crouch A
2A
2A |
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crouch B
crouch B
2B
2B |
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crouch C
crouch C
2C
2C |
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crouch D
crouch D
2D
2D |
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Jump Normals
Jump A
jump A
j.A
j.A |
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Jump B
jump B
j.B
j.B |
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Neutral Jump B
neutral jump B
nj.B
nj.B |
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Jump C
jump C
j.C
j.C |
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Jump D
jump D
j.D
j.D |
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Rush
rush
cl.AA/cl.AAX
cl.AA/cl.AAX |
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Blowback
Blowback
Blowback
CD
CD |
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Shatter Strike
Shatter Strike
236CD
236CD |
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AdvanceStrike
AdvanceStrike
214CD
214CD |
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jump CD
jump CD
j.CD
j.CD |
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Throws
Scorpion Deathlock
Scorpion Deathlock
(close) 4/6C
(close) 4/6C |
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Scorpion Deathblow
Scorpion Deathblow
(close) 4/6D
(close) 4/6D |
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Command Moves
Double Tomahawk
Double Tomahawk
4/6B
4/6B |
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Special Moves
Dark Barrier
Dark Barrier
236B/D/BD
236B/D/BD |
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Genocide Cutter
Genocide Cutter
623B/D/BD
623B/D/BD |
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Vanishing Rush
Vanishing Rush
214A/C/AC
214A/C/AC |
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Reppuu Ken
Reppuu Ken
236A/C/AC
236A/C/AC |
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Violent Ray
Violent Ray
214B/D/BD
214B/D/BD |
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Super Special Moves
Gigantic Pressure
Gigantic Pressure
2363214A/C/AC
2363214A/C/AC |
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Desperate Ray
Desperate Ray
236236B/D/BD
236236B/D/BD |
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Climax Super Special Moves
Dread Fatal Wave
Dread Fatal Wave
2141236CD
2141236CD |
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Misc
The depiction of Rugal's Genocide Cutter in KOF XV actually references every version of the attack in each of his appearances:
- Light Genocide Cutter (623B) is the original version from KOF 94, where Rugal does a single swipe while rising straight up.
- Heavy Genocide Cutter (623D) is Omega Rugal's version from KOF 98, which includes the second hit.
- EX Genocide Cutter (623BD) is the version Omega Rugal uses in KOF 2002, adding the third hit.
Alternate Colors
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