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XV Broken/Omega Rugal: Difference between revisions
Foaming at the mouth at the nerf to 236B I forgot to change this. It's gone now. |
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* '''Slow''': While Rugal often has good options for punishing his opponents and keeping on the pressure, he's also very slow and can be punished by reactive opponents. He wants opponents to come to him, meaning if the opponent gets a life lead it can be difficult for Rugal to mount a comeback. | * '''Slow''': While Rugal often has good options for punishing his opponents and keeping on the pressure, he's also very slow and can be punished by reactive opponents. He wants opponents to come to him, meaning if the opponent gets a life lead it can be difficult for Rugal to mount a comeback. | ||
* '''Overly Deliberate''': Rugal's options are very direct. While he has options for most situations, he does not necessarily have many options that cover multiple things at once, not without heavy risk to himself. This means Rugal plays a very different game than most characters at the pure baseline, which can result in him missing out on opportunities that other characters get without much effort. | * '''Overly Deliberate''': Rugal's options are very direct. While he has options for most situations, he does not necessarily have many options that cover multiple things at once, not without heavy risk to himself. This means Rugal plays a very different game than most characters at the pure baseline, which can result in him missing out on opportunities that other characters get without much effort. | ||
*'''Abysmal Corner Carry''': Rugal has a hard choice, all the corner carry for 1 bar, or none for any. As such, despite Rugal wanting to put characters in the corner, his average corner carry is among, if not the worst in the game. Most other times, he has to spend twice the meter for the same thing other characters get off a bnb. This means as a defensive character, Rugal needs to slowly push his | *'''Abysmal Corner Carry''': Rugal has a hard choice, all the corner carry for 1 bar, or none for any. As such, despite Rugal wanting to put characters in the corner, his average corner carry is among, if not the worst in the game. Most other times, he has to spend twice the meter for the same thing other characters get off a bnb. This means as a defensive character, Rugal needs to slowly push his opponent as if he is a slowly approaching a wall, and he has a very low mistake allowance on this. | ||
}} | }} | ||
One of the most legendary fighting game bosses of all time finally makes his return! Omega Rugal is a solid midrange defensive character with a suite of strong normals and specials. Rugal excels at the midrange poking game, with great normals like f.A, f.C, 2B, 2D and an incredible jump CD. He has generous hit-confirms windows off of 6B, cl.D and cl.C, which he can use to combo into a number of powerful special moves. If Rugal has meter, he can burn it to go into one of several wonderful EX special moves that give him ample opportunities for comboing midscreen and in the corner. His best feature is his defensive play: Rugal has two fireballs that cover different angles, a fullscreen laser super that can be used as a punish, a reflector for returning projectiles in fireball wars, and one of the best DPs in the game with an EX version that sends people completely fullscreen. And if people somehow get past all of that, he also has a rushing hit-grab super that drags his unfortunate foes all the way to the corner on hit. This combined with his poking normals can make him very hard to approach, especially if the Rugal player varies up their options consistently. Rugal's two biggest weaknesses are speed and general holes in his gameplan. While Rugal's options are all pretty solid, they tend to be quite slow and committal, or downright weird. This makes him susceptible to being counterpoked quite a bit, and he will require a bit more labbing than other characters just to figure out what move to use where in what situation. This becomes worse when taking his lack of many ways to burst approach or his lack of a good lariat/sobat, which heavily affects his zoning game as well. Though he wants to establish pressure, getting to that point requires playing Rugal in an incredibly bizarre way that has very little room for error. Overall, Rugal is a solid pick for someone who seeks a specialist character with little need for team specialization. His high reward off of solid neutral control, fantastic meter gain, and good pressure up close make him a viable pick for any position on any team, but his specificity also dictates that you must know him in and out in order to get any use. | One of the most legendary fighting game bosses of all time finally makes his return! Omega Rugal is a solid midrange defensive character with a suite of strong normals and specials. Rugal excels at the midrange poking game, with great normals like f.A, f.C, 2B, 2D and an incredible jump CD. He has generous hit-confirms windows off of 6B, cl.D and cl.C, which he can use to combo into a number of powerful special moves. If Rugal has meter, he can burn it to go into one of several wonderful EX special moves that give him ample opportunities for comboing midscreen and in the corner. His best feature is his defensive play: Rugal has two fireballs that cover different angles, a fullscreen laser super that can be used as a punish, a reflector for returning projectiles in fireball wars, and one of the best DPs in the game with an EX version that sends people completely fullscreen. And if people somehow get past all of that, he also has a rushing hit-grab super that drags his unfortunate foes all the way to the corner on hit. This combined with his poking normals can make him very hard to approach, especially if the Rugal player varies up their options consistently. Rugal's two biggest weaknesses are speed and general holes in his gameplan. While Rugal's options are all pretty solid, they tend to be quite slow and committal, or downright weird. This makes him susceptible to being counterpoked quite a bit, and he will require a bit more labbing than other characters just to figure out what move to use where in what situation. This becomes worse when taking his lack of many ways to burst approach or his lack of a good lariat/sobat, which heavily affects his zoning game as well. Though he wants to establish pressure, getting to that point requires playing Rugal in an incredibly bizarre way that has very little room for error. Overall, Rugal is a solid pick for someone who seeks a specialist character with little need for team specialization. His high reward off of solid neutral control, fantastic meter gain, and good pressure up close make him a viable pick for any position on any team, but his specificity also dictates that you must know him in and out in order to get any use. |
Revision as of 21:43, 16 August 2022

Movelist
(*) = EX OK
(!) = MAX OK
(Midair Only) = Can only be done in the air.
(Air OK) = Can be done both on the ground and in the air.
Throws
Command Normals
Special Moves
Super Special Moves
Climax Super Special Moves
0 Meter |
Anywhere |
((2B > 2A)/(cl.C) > 4/6B > 623D = 213/240 dmg |
1 Meter |
Anywhere |
((2B > 2A)/(cl.C) > 4/6B > 236BD, 214AC, cl.D > 623D = 374/409 dmg |
2 Meters |
Anywhere |
((2B > 2A)/(cl.C) > 4/6B > 236BD, 214AC, cl.D > 236C > 2363214A/C = 445/485 dmg |
Gameplay Overview
Rugal is a defensive character who excels at punishing bad approaches. | |
Pros | Cons |
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|
One of the most legendary fighting game bosses of all time finally makes his return! Omega Rugal is a solid midrange defensive character with a suite of strong normals and specials. Rugal excels at the midrange poking game, with great normals like f.A, f.C, 2B, 2D and an incredible jump CD. He has generous hit-confirms windows off of 6B, cl.D and cl.C, which he can use to combo into a number of powerful special moves. If Rugal has meter, he can burn it to go into one of several wonderful EX special moves that give him ample opportunities for comboing midscreen and in the corner. His best feature is his defensive play: Rugal has two fireballs that cover different angles, a fullscreen laser super that can be used as a punish, a reflector for returning projectiles in fireball wars, and one of the best DPs in the game with an EX version that sends people completely fullscreen. And if people somehow get past all of that, he also has a rushing hit-grab super that drags his unfortunate foes all the way to the corner on hit. This combined with his poking normals can make him very hard to approach, especially if the Rugal player varies up their options consistently. Rugal's two biggest weaknesses are speed and general holes in his gameplan. While Rugal's options are all pretty solid, they tend to be quite slow and committal, or downright weird. This makes him susceptible to being counterpoked quite a bit, and he will require a bit more labbing than other characters just to figure out what move to use where in what situation. This becomes worse when taking his lack of many ways to burst approach or his lack of a good lariat/sobat, which heavily affects his zoning game as well. Though he wants to establish pressure, getting to that point requires playing Rugal in an incredibly bizarre way that has very little room for error. Overall, Rugal is a solid pick for someone who seeks a specialist character with little need for team specialization. His high reward off of solid neutral control, fantastic meter gain, and good pressure up close make him a viable pick for any position on any team, but his specificity also dictates that you must know him in and out in order to get any use.
Normals
Far Standing Normals
far A
far A
f.A
f.A |
---|
far B
far B
f.B
f.B |
---|
far C
far C
f.C
f.C |
---|
far D
far D
f.D
f.D |
---|
Close Standing Normals
close A
close A
cl.A
cl.A |
---|
close B
close B
cl.B
cl.B |
---|
close C
close C
cl.C
cl.C |
---|
close D
close D
cl.D
cl.D |
---|
Crouch Normals
crouch A
crouch A
2A
2A |
---|
crouch B
crouch B
2B
2B |
---|
crouch C
crouch C
2C
2C |
---|
crouch D
crouch D
2D
2D |
---|
Jump Normals
Jump A
jump A
j.A
j.A |
---|
Jump B
jump B
j.B
j.B |
---|
Neutral Jump B
neutral jump B
nj.B
nj.B |
---|
Jump C
jump C
j.C
j.C |
---|
Jump D
jump D
j.D
j.D |
---|
Rush
rush
cl.AA/cl.AAX
cl.AA/cl.AAX |
---|
Blowback
Blowback
Blowback
CD
CD |
---|
Shatter Strike
Shatter Strike
236CD
236CD |
---|
jump CD
jump CD
j.CD
j.CD |
---|
Throws
Scorpion Deathlock
Scorpion Deathlock
(close) 4/6C
(close) 4/6C |
---|
Scorpion Deathblow
Scorpion Deathblow
(close) 4/6D
(close) 4/6D |
---|
Command Moves
Double Tomahawk
Double Tomahawk
4/6B
4/6B |
---|
Special Moves
Dark Barrier
Dark Barrier
236B/D/BD
236B/D/BD |
---|
Genocide Cutter
Genocide Cutter
623B/D/BD
623B/D/BD |
---|
Vanishing Rush
Vanishing Rush
214A/C/AC
214A/C/AC |
---|
Reppuu Ken
Reppuu Ken
236A/C/AC
236A/C/AC |
---|
Violent Ray
Violent Ray
214B/D/BD
214B/D/BD |
---|
Super Special Moves
Gigantic Pressure
Gigantic Pressure
2363214A/C/AC
2363214A/C/AC |
---|
Desperate Ray
Desperate Ray
236236B/D/BD
236236B/D/BD |
---|
Climax Super Special Moves
Dread Fatal Wave
Dread Fatal Wave
2141236CD
2141236CD |
---|
Misc
Videos