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The King of Fighters XV/Omega Rugal: Difference between revisions
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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. | 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 rewarding good reads.''''' | | intro = '''''Rugal is a defensive character who excels at rewarding good reads.''''' | ||
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| 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. | * '''No Easy Anti-Airs''': Rugal's only reactive button anti air is clA. He has to rely on Genocide Cutter to AA otherwise. | ||
* '''Limited | * '''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. | ||
* '''Large Frame''': Rugal | * '''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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|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. | ||
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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. Also leads to EX Vanishing Rush on hitconfirm. | 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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|description= | |description= | ||
Rugal's fastest and most plus button. | 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. | ||
}} | }} | ||
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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=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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|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 | * 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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|hitboxCaptions= A Version, , C Version, , EX Version | |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=Violent Ray | |name=Violent Ray | ||
|input=214B/D/BD | |input=214B/D/BD | ||
|captions=Anti-air projectile | |||
|hitboxCaptions= Normal Version, , EX Version | |hitboxCaptions= Normal Version, , EX Version | ||
|description3= | |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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|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. The hitbox continues to cover the screen regardless of the animation, meaning it cannot be rolled through. | 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. | ||
}} | }} | ||
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 |
|
|
Normals
Far Standing Normals
far A
far A
f.A
f.A |
---|
far B
far B
f.B
f.B |
---|
far C
far C
f.C
f.C |
---|
far D
far D
f.D
f.D |
---|
Close Standing Normals
close A
close A
cl.A
cl.A |
---|
close B
close B
cl.B
cl.B |
---|
close C
close C
cl.C
cl.C |
---|
close D
close D
cl.D
cl.D |
---|
Crouch Normals
crouch A
crouch A
2A
2A |
---|
crouch B
crouch B
2B
2B |
---|
crouch C
crouch C
2C
2C |
---|
crouch D
crouch D
2D
2D |
---|
Jump Normals
Jump A
jump A
j.A
j.A |
---|
Jump B
jump B
j.B
j.B |
---|
Neutral Jump B
neutral jump B
nj.B
nj.B |
---|
Jump C
jump C
j.C
j.C |
---|
Jump D
jump D
j.D
j.D |
---|
Rush
rush
cl.AA/cl.AAX
cl.AA/cl.AAX |
---|
Blowback
Blowback
Blowback
CD
CD |
---|
Shatter Strike
Shatter Strike
236CD
236CD |
---|
AdvanceStrike
AdvanceStrike
214CD
214CD |
---|
jump CD
jump CD
j.CD
j.CD |
---|
Throws
Scorpion Deathlock
Scorpion Deathlock
(close) 4/6C
(close) 4/6C |
---|
Scorpion Deathblow
Scorpion Deathblow
(close) 4/6D
(close) 4/6D |
---|
Command Moves
Double Tomahawk
Double Tomahawk
4/6B
4/6B |
---|
Special Moves
Dark Barrier
Dark Barrier
236B/D/BD
236B/D/BD |
---|
Genocide Cutter
Genocide Cutter
623B/D/BD
623B/D/BD |
---|
Vanishing Rush
Vanishing Rush
214A/C/AC
214A/C/AC |
---|
Reppuu Ken
Reppuu Ken
236A/C/AC
236A/C/AC |
---|
Violent Ray
Violent Ray
214B/D/BD
214B/D/BD |
---|
Super Special Moves
Gigantic Pressure
Gigantic Pressure
2363214A/C/AC
2363214A/C/AC |
---|
Desperate Ray
Desperate Ray
236236B/D/BD
236236B/D/BD |
---|
Climax Super Special Moves
Dread Fatal Wave
Dread Fatal Wave
2141236CD
2141236CD |
---|
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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