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rugal > orugal
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
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
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
| damage      = 70
| damage      = 70
| guard      = Mid
| guard      = Mid
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
| damage      = 80 (40+40)
| damage      = 80 (40+40)
| guard      = Mid
| guard      = Mid
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
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
| damage      = 30
| damage      = 30
| guard      = Mid
| guard      = Mid
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
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
| damage      = 80
| damage      = 80
| guard      = Mid
| guard      = Mid
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
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
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
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
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_ha_ima.png
| hitboxes    = XV_rugal_ha.png
| hitboxes    = XV_orugal_ha.png
| damage      = 40
| damage      = 40
| guard      = High
| guard      = High
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
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_hb_ima.png
| hitboxes    = XV_rugal_hb.png
| hitboxes    = XV_orugal_hb.png
| damage      = 40
| damage      = 40
| guard      = High
| guard      = High
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
| damage      = 45
| guard      = High
| guard      = High
Line 321: Line 321:


====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 327:
| orderId    = 1
| orderId    = 1
| input      = h.C
| input      = h.C
| images      = XV_rugal_hc_ima.png
| images      = XV_orugal_hc_ima.png
| hitboxes    = XV_rugal_hc.png
| hitboxes    = XV_orugal_hc.png
| damage      = 70
| damage      = 70
| guard      = High
| guard      = High
Line 343: Line 343:


====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 349:
| 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
Line 365: Line 365:


====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 371:
| orderId    = 1
| orderId    = 1
| input      = h.D
| input      = h.D
| images      = XV_rugal_hd_ima.png
| images      = XV_orugal_hd_ima.png
| hitboxes    = XV_rugal_hd.png
| hitboxes    = XV_orugal_hd.png
| damage      = 70
| damage      = 70
| guard      = High
| guard      = High
Line 387: Line 387:


====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 393:
| 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
Line 410: Line 410:
===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 416:
| 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
Line 432: Line 432:


====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 438:
| 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
Line 455: Line 455:
===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
| damage      = 100 (40+60)
| damage      = 100 (40+60)
| guard      = Mid/High [Mid]
| guard      = Mid/High [Mid]
Line 475: Line 475:
===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
Line 494: Line 494:


====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
| damage      = 75
| damage      = 75
| guard      = Mid
| guard      = Mid
Line 513: Line 513:


====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 519:
| orderId    = 1
| orderId    = 1
| input      = h.CD
| input      = h.CD
| images      = XV_rugal_hcd_ima.png
| images      = XV_orugal_hcd_ima.png
| hitboxes    = XV_rugal_hcd.png
| hitboxes    = XV_orugal_hcd.png
| damage      = 80
| damage      = 80
| guard      = Mid
| guard      = Mid
Line 535: Line 535:


====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 541:
| 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
Line 558: Line 558:
===Throws===
===Throws===
====Scorpion Deathlock====
====Scorpion Deathlock====
{{MoveData-KOFXV | character = Omega Rugal | moveId = rugal_cthrow
{{MoveData-KOFXV | character = Omega Rugal | moveId = orugal_cthrow
| name        = Scorpion Deathlock
| 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
Line 577: Line 577:


====Scorpion Deathblow====
====Scorpion Deathblow====
{{MoveData-KOFXV | character = Omega Rugal | moveId = rugal_dthrow
{{MoveData-KOFXV | character = Omega Rugal | moveId = orugal_dthrow
| name        = Scorpion Deathblow
| 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
Line 598: Line 598:
===Ralf Kick===
===Ralf Kick===
====236B====
====236B====
{{MoveData-KOFXV | character = Omega Rugal | moveId = rugal_236b
{{MoveData-KOFXV | character = Omega Rugal | moveId = orugal_236b
| name        = Dark Barrier
| name        = Dark Barrier
| header      = yes
| header      = yes
Line 604: Line 604:
| orderId    = 1
| orderId    = 1
| input      = 236B
| input      = 236B
| images      = XV_rugal_236b_ima.png
| images      = XV_orugal_236b_ima.png
| hitboxes    = XV_rugal_236b.png
| hitboxes    = XV_orugal_236b.png
| damage      = 65
| damage      = 65
| guard      = Mid
| guard      = Mid
Line 620: Line 620:


====236D====
====236D====
{{MoveData-KOFXV | character = Omega Rugal | moveId = rugal_236d
{{MoveData-KOFXV | character = Omega Rugal | moveId = orugal_236d
| name        = Dark Barrier
| name        = Dark Barrier
| header      = no
| header      = no
Line 626: Line 626:
| orderId    = 2
| orderId    = 2
| input      = 236D
| input      = 236D
| images      = XV_rugal_236d_ima.png
| images      = XV_orugal_236d_ima.png
| hitboxes    = XV_rugal_236d.png
| hitboxes    = XV_orugal_236d.png
| damage      = 70
| damage      = 70
| guard      = Mid
| guard      = Mid
Line 642: Line 642:


====236BD====
====236BD====
{{MoveData-KOFXV | character = Omega Rugal | moveId = rugal_236bd
{{MoveData-KOFXV | character = Omega Rugal | moveId = orugal_236bd
| name        = Ralf Kick
| name        = Ralf Kick
| header      = no
| header      = no
Line 648: Line 648:
| orderId    = 3
| orderId    = 3
| input      = 236BD
| input      = 236BD
| images      = XV_rugal_236bd_ima.png
| images      = XV_orugal_236bd_ima.png
| hitboxes    = XV_rugal_236bd.png
| hitboxes    = XV_orugal_236bd.png
| damage      = 80
| damage      = 80
| guard      = Mid
| guard      = Mid
Line 665: Line 665:
===Genocide Cutter===
===Genocide Cutter===
====623B====
====623B====
{{MoveData-KOFXV | character = Omega Rugal | moveId = rugal_623b
{{MoveData-KOFXV | character = Omega Rugal | moveId = orugal_623b
| name        = Genocide Cutter
| name        = Genocide Cutter
| header      = yes
| header      = yes
Line 671: Line 671:
| orderId    = 1
| orderId    = 1
| input      = 623B
| input      = 623B
| images      = XV_rugal_623b_ima.png
| images      = XV_orugal_623b_ima.png
| hitboxes    = XV_rugal_623b.png
| hitboxes    = XV_orugal_623b.png
| damage      = 120 (60+60)
| damage      = 120 (60+60)
| guard      = Mid
| guard      = Mid
Line 687: Line 687:


====623D====
====623D====
{{MoveData-KOFXV | character = Omega Rugal | moveId = rugal_623d
{{MoveData-KOFXV | character = Omega Rugal | moveId = orugal_623d
| name        = Genocide Cutter
| name        = Genocide Cutter
| header      = no
| header      = no
Line 693: Line 693:
| orderId    = 2
| orderId    = 2
| input      = 623D
| input      = 623D
| images      = XV_rugal_623d_ima.png
| images      = XV_orugal_623d_ima.png
| hitboxes    = XV_rugal_623d.png
| hitboxes    = XV_orugal_623d.png
| damage      = 125 (40+85)
| damage      = 125 (40+85)
| guard      = Mid
| guard      = Mid
Line 709: Line 709:


====623BD====
====623BD====
{{MoveData-KOFXV | character = Omega Rugal | moveId = rugal_623bd
{{MoveData-KOFXV | character = Omega Rugal | moveId = orugal_623bd
| name        = Genocide Cutter
| name        = Genocide Cutter
| header      = no
| header      = no
Line 715: Line 715:
| orderId    = 3
| orderId    = 3
| input      = 623BD
| input      = 623BD
| images      = XV_rugal_623bd_ima.png
| images      = XV_orugal_623bd_ima.png
| hitboxes    = XV_rugal_623bd.png
| hitboxes    = XV_orugal_623bd.png
| damage      = 197 (30+30+60+100)
| damage      = 197 (30+30+60+100)
| guard      = Mid
| guard      = Mid
Line 732: Line 732:
===Vanishing Rush===
===Vanishing Rush===
====214A====
====214A====
{{MoveData-KOFXV | character = Omega Rugal | moveId = rugal_214a
{{MoveData-KOFXV | character = Omega Rugal | moveId = orugal_214a
| name        = Vanishing Rush
| name        = Vanishing Rush
| header      = yes
| header      = yes
Line 738: Line 738:
| 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
| damage      = 80
| damage      = 80
| guard      = Mid
| guard      = Mid
Line 754: Line 754:


====214C====
====214C====
{{MoveData-KOFXV | character = Omega Rugal | moveId = rugal_214c
{{MoveData-KOFXV | character = Omega Rugal | moveId = orugal_214c
| name        = Vanishing Rush
| name        = Vanishing Rush
| header      = no
| header      = no
Line 760: Line 760:
| 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
| damage      = 100
| damage      = 100
| guard      = Mid
| guard      = Mid
Line 776: Line 776:


====214AC====
====214AC====
{{MoveData-KOFXV | character = Omega Rugal | moveId = rugal_214ac
{{MoveData-KOFXV | character = Omega Rugal | moveId = orugal_214ac
| name        = Vanishing Rush
| name        = Vanishing Rush
| header      = no
| header      = no
Line 782: Line 782:
| orderId    = 3
| orderId    = 3
| input      = 214AC
| input      = 214AC
| images      = XV_rugal_214ac_ima.png
| images      = XV_orugal_214ac_ima.png
| hitboxes    = XV_rugal_214ac.png
| hitboxes    = XV_orugal_214ac.png
| damage      = 110 (10*5+60)
| damage      = 110 (10*5+60)
| guard      = Mid
| guard      = Mid
Line 799: Line 799:
===Reppuu Ken===
===Reppuu Ken===
====236A====
====236A====
{{MoveData-KOFXV | character = Omega Rugal | moveId = rugal_236a
{{MoveData-KOFXV | character = Omega Rugal | moveId = orugal_236a
| name        = Reppuu Ken
| name        = Reppuu Ken
| header      = yes
| header      = yes
Line 805: Line 805:
| 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
| damage      = 65
| damage      = 65
| guard      = Mid
| guard      = Mid
Line 821: Line 821:


====236C====
====236C====
{{MoveData-KOFXV | character = Omega Rugal | moveId = rugal_236c
{{MoveData-KOFXV | character = Omega Rugal | moveId = orugal_236c
| name        = Reppuu Ken
| name        = Reppuu Ken
| header      = no
| header      = no
Line 827: Line 827:
| orderId    = 2
| orderId    = 2
| input      = 236C
| input      = 236C
| images      = XV_rugal_236c_ima.png
| images      = XV_orugal_236c_ima.png
| hitboxes    = XV_rugal_236c.png
| hitboxes    = XV_orugal_236c.png
| damage      = 70
| damage      = 70
| guard      = Mid
| guard      = Mid
Line 843: Line 843:


====236AC====
====236AC====
{{MoveData-KOFXV | character = Omega Rugal | moveId = rugal_236ac
{{MoveData-KOFXV | character = Omega Rugal | moveId = orugal_236ac
| name        = Reppuu Ken
| name        = Reppuu Ken
| header      = no
| header      = no
Line 849: Line 849:
| 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
| damage      = 87 (40+50)
| damage      = 87 (40+50)
| guard      = Mid
| guard      = Mid
Line 866: Line 866:
===Violent Ray===
===Violent Ray===
====214B====
====214B====
{{MoveData-KOFXV | character = Omega Rugal | moveId = rugal_214b
{{MoveData-KOFXV | character = Omega Rugal | moveId = orugal_214b
| name        = Violent Ray
| name        = Violent Ray
| header      = yes
| header      = yes
Line 872: Line 872:
| orderId    = 1
| orderId    = 1
| input      = 214B
| input      = 214B
| images      = XV_rugal_214a_ima.png
| images      = XV_orugal_214a_ima.png
| hitboxes    = XV_rugal_214a.png
| hitboxes    = XV_orugal_214a.png
| damage      = 60
| damage      = 60
| guard      = Mid
| guard      = Mid
Line 888: Line 888:


====214D====
====214D====
{{MoveData-KOFXV | character = Omega Rugal | moveId = rugal_214d
{{MoveData-KOFXV | character = Omega Rugal | moveId = orugal_214d
| name        = Violent Ray
| name        = Violent Ray
| header      = no
| header      = no
Line 894: Line 894:
| orderId    = 2
| orderId    = 2
| input      = 214D
| input      = 214D
| images      = XV_rugal_214c_ima.png
| images      = XV_orugal_214c_ima.png
| hitboxes    = XV_rugal_214c.png
| hitboxes    = XV_orugal_214c.png
| damage      = 60
| damage      = 60
| guard      = Mid
| guard      = Mid
Line 910: Line 910:


====214BC====
====214BC====
{{MoveData-KOFXV | character = Omega Rugal | moveId = rugal_214bd
{{MoveData-KOFXV | character = Omega Rugal | moveId = orugal_214bd
| name        = Violent Ray
| name        = Violent Ray
| header      = no
| header      = no
Line 916: Line 916:
| orderId    = 3
| orderId    = 3
| input      = 214BD
| input      = 214BD
| images      = XV_rugal_214ac_ima.png
| images      = XV_orugal_214ac_ima.png
| hitboxes    = XV_rugal_214ac.png
| hitboxes    = XV_orugal_214ac.png
| damage      = 92 (45+50)
| damage      = 92 (45+50)
| guard      = Mid
| guard      = Mid
Line 934: Line 934:
===Gigantic Pressure===
===Gigantic Pressure===
====2363214A/C====
====2363214A/C====
{{MoveData-KOFXV | character = Omega Rugal | moveId = rugal_2363214p
{{MoveData-KOFXV | character = Omega Rugal | moveId = orugal_2363214p
| name        = Gigantic Pressure
| name        = Gigantic Pressure
| header      = yes
| header      = yes
Line 940: Line 940:
| orderId    = 1
| orderId    = 1
| input      = 2363214A/C
| input      = 2363214A/C
| images      = XV_rugal_2363214p_ima.png
| images      = XV_orugal_2363214p_ima.png
| hitboxes    = XV_rugal_2363214p.png
| hitboxes    = XV_orugal_2363214p.png
| damage      = 200
| damage      = 200
| guard      = Mid
| guard      = Mid
Line 956: Line 956:


====2363214ac====
====2363214ac====
{{MoveData-KOFXV | character = Omega Rugal | moveId = rugal_2363214ac
{{MoveData-KOFXV | character = Omega Rugal | moveId = orugal_2363214ac
| name        = Gigantic Pressure
| name        = Gigantic Pressure
| header      = no
| header      = no
Line 962: Line 962:
| orderId    = 2
| orderId    = 2
| input      = 2363214AC
| input      = 2363214AC
| images      = XV_rugal_2363214ac_ima.png
| images      = XV_orugal_2363214ac_ima.png
| hitboxes    = XV_rugal_2363214ac.png
| hitboxes    = XV_orugal_2363214ac.png
| damage      = 350 (150+200)
| damage      = 350 (150+200)
| guard      = Mid
| guard      = Mid
Line 979: Line 979:
===Desperate Ray===
===Desperate Ray===
====236236B/D====
====236236B/D====
{{MoveData-KOFXV | character = Omega Rugal | moveId = rugal_236236k
{{MoveData-KOFXV | character = Omega Rugal | moveId = orugal_236236k
| name        = Desperate Ray
| name        = Desperate Ray
| header      = yes
| header      = yes
Line 985: Line 985:
| orderId    = 1
| orderId    = 1
| input      = 236236B/D
| input      = 236236B/D
| images      = XV_rugal_236236k_ima.png
| images      = XV_orugal_236236k_ima.png
| hitboxes    = XV_rugal_236236k.png
| hitboxes    = XV_orugal_236236k.png
| damage      = 180 [150]
| damage      = 180 [150]
| guard      = Mid
| guard      = Mid
Line 1,001: Line 1,001:


====236236BD====
====236236BD====
{{MoveData-KOFXV | character = Omega Rugal | moveId = rugal_236236bd
{{MoveData-KOFXV | character = Omega Rugal | moveId = orugal_236236bd
| name        = Desperate Ray
| name        = Desperate Ray
| header      = no
| header      = no
Line 1,007: Line 1,007:
| orderId    = 2
| orderId    = 2
| input      = 236236BD
| input      = 236236BD
| images      = XV_rugal_236236bd_ima.png
| images      = XV_orugal_236236bd_ima.png
| hitboxes    = XV_rugal_236236bd.png
| hitboxes    = XV_orugal_236236bd.png
| damage      = 333 (200+133) Min:170
| damage      = 333 (200+133) Min:170
| guard      = Mid
| guard      = Mid
Line 1,024: Line 1,024:
===Climax super===
===Climax super===
====Dread Fatal Wave====
====Dread Fatal Wave====
{{MoveData-KOFXV | character = Omega Rugal | moveId = rugal_2141236cd
{{MoveData-KOFXV | character = Omega Rugal | moveId = orugal_2141236cd
| name        = Dread Fatal Wave
| 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 (50+50+50+5*20+200) Min:215
| damage      = 450 (50+50+50+5*20+200) Min:215
| guard      = Mid
| guard      = Mid

Revision as of 11:55, 14 April 2022

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
25MidCMD/SP/SU------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
30MidCMD/SP/SU------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
70MidCMD/SP/SU------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)MidCMD/SP/SU------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
25MidSU------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
30MidSP/SU------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
70MidSU------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
80MidSU------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
25MidCMD/SP/SU------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
30LowSU------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
70MidCMD/SP/SU------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
80LowSP/SU------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-------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-------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-------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-------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-------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-------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-------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-------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)Mid-------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)Mid-------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)Mid/High [Mid]SP(1),SU------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
75MidSP/SU------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-------0200


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-------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-------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-------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-------00


Specials

Ralf Kick

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
65MidSU------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
70MidSU------4040


236BD

Omega Rugal
orugal_236bd
236BD
236BD
Ralf Kick
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-------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-------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
125 (40+85)Mid-------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-------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
80MidSU------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
100MidSU------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-------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
65MidSU------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
70Mid-------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-------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
60Mid-------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
60Mid-------4040


214BC

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-------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
200MidADV/CMX------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)MidCMX------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]MidADV/CMX------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+133) Min:170MidCMX------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:215Mid-------00