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| intro = 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 the midrange poking game, with great normals like f.A, f.C, 2B, 2D and an incredible jump CD. He has generous hitconfirms 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, a 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 hitgrab 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 meterless damage. While Rugal's options are all pretty solid, they tend to be quite slow and committal. This makes him susceptible to being counterpoked quite a bit. As well, Rugal's meterless damage is really poor, as he often needs at least 0.5 bars to confirm into any meaningful damage. As a result, he's best played Mid or as an Anchor, though his 0.5/1 meter damage is already good enough that he's likely best as a Mid. Overall, Rugal is a great pick for new players who want to learn KOF fundamentals while also being a great pick for veterans. His high reward off of solid neutral control and good pressure up close make him a variable pick for pretty much every team. | | intro = 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 the midrange poking game, with great normals like f.A, f.C, 2B, 2D and an incredible jump CD. He has generous hitconfirms 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, a 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 hitgrab 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 meterless damage. While Rugal's options are all pretty solid, they tend to be quite slow and committal. This makes him susceptible to being counterpoked quite a bit. As well, Rugal's meterless damage is really poor, as he often needs at least 0.5 bars to confirm into any meaningful damage. As a result, he's best played Mid or as an Anchor, though his 0.5/1 meter damage is already good enough that he's likely best as a Mid. Overall, Rugal is a great pick for new players who want to learn KOF fundamentals while also being a great pick for veterans. His high reward off of solid neutral control and good pressure up close make him a variable pick for pretty much every team. | ||
| pros= | | pros= | ||
* | * He can reflect projectiles | ||
* Pro #2 | * Pro #2 | ||
| cons= | | cons= |
Revision as of 18:16, 16 April 2022
The King of Fighters XV | |
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 the midrange poking game, with great normals like f.A, f.C, 2B, 2D and an incredible jump CD. He has generous hitconfirms 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, a 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 hitgrab 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 meterless damage. While Rugal's options are all pretty solid, they tend to be quite slow and committal. This makes him susceptible to being counterpoked quite a bit. As well, Rugal's meterless damage is really poor, as he often needs at least 0.5 bars to confirm into any meaningful damage. As a result, he's best played Mid or as an Anchor, though his 0.5/1 meter damage is already good enough that he's likely best as a Mid. Overall, Rugal is a great pick for new players who want to learn KOF fundamentals while also being a great pick for veterans. His high reward off of solid neutral control and good pressure up close make him a variable pick for pretty much every team. | |
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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Shatterstrike
Shatterstrike
236CD
236CD
|
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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
Videos
The King of Fighters XV | |
Navigation
The King of Fighters XV | |
System |
FAQ • Controls • Movement • Offense • Defense • Meters and Gauges • Patch Notes • Miscellaneous |
Characters |
|