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XV Broken/Omega Rugal: Difference between revisions
→Gameplay Overview: Updating a bit since the patch. "Combo Availability" less of an issue due to meter gain. |
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==Gameplay Overview== | ==Gameplay Overview== | ||
One of the most legendary fighting game bosses of all time finally makes his return! Omega Rugal is a solid midrange defensive character with a suite of strong normals and specials. Rugal excels at the midrange poking game | One of the most legendary fighting game bosses of all time finally makes his return! Omega Rugal is a solid midrange defensive character with a suite of strong normals and specials. Rugal excels at zoning, and the midrange poking game. He has great normals like f.A, f.C, 2B, 2D, an incredible jump CD, and a fantastic Shatterstrike with powerful follow-ups, as well as multiple projectiles that cover multiple approach options, and a fullscreen super to keep opponents out, as well as effective specials that re-establish distance when the opponent gets too close. He has generous hit-confirms windows off of 6B, cl.D and cl.C, which he can use to combo into a number of powerful special moves. If Rugal has meter, he can burn it to go into one of several wonderful EX special moves that give him ample opportunities for comboing midscreen and in the corner. His best feature is his defensive play: Rugal has two fireballs that cover different angles, the aforementioned fullscreen laser super that can be used as a punish, a reflector for returning projectiles in fireball wars, and one of the best DPs in the game with an EX version that sends people completely fullscreen. And if people somehow get past all of that, he also has a rushing hit-grab super that drags his unfortunate foes all the way to the corner on hit. This combined with his poking normals can make him very hard to approach, especially if the Rugal player varies up their options consistently. Rugal's two biggest weaknesses are speed and his unusual gameplay. While Rugal's options are all pretty solid, they tend to be quite slow and committal, or very atypical. This makes him susceptible to being counterpoked, and he will require a bit more labbing than other characters just to figure out what move to use where in what situation. This becomes worse when taking his lack of many ways to burst approach or his lack of a good lariat/sobat. This requires Rugal to switch between two completely different styles of play (zonig/keep-away and offensive pressure), rather than seamlessly transitioning between them. You'll need to properly gauge the moment to stop keeping your opponent out and start trying to get in based on the situation, your opponent's playstyle, and the character matchup. Overall, Rugal is a solid pick for someone who seeks a specialist character with little need for team specialization. His 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 properly utilize his tools. | ||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
| intro = '''''Rugal is a defensive character who excels at punishing bad approaches.''''' | | intro = '''''Rugal is a defensive character who excels at punishing bad approaches.''''' | ||
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* '''Strong Neutral''': Rugal has several great pokes that help him control space from afar, including a massive, special cancelable far C. His Violent Ray projectile is also incredibly oppressive and can force opponents to engage him at very linear angles. Couple this all with a gigantic DP and the best reflector in the game, and you get a character who has an advantage in neutral against most characters, period. | * '''Strong Neutral''': Rugal has several great pokes that help him control space from afar, including a massive, special cancelable far C. His Violent Ray projectile is also incredibly oppressive and can force opponents to engage him at very linear angles. Couple this all with a gigantic DP and the best reflector in the game, and you get a character who has an advantage in neutral against most characters, period. | ||
* '''Great Pressure''': Several strong jump-ins, good low pokes, good blockstrings, a fast sweep, and one of the hardest to deal with pressure CDs in the game, Omega Rugal can keep an opponent locked down, stop them from escaping, and reset pressure with great efficiency. | * '''Great Pressure''': Several strong jump-ins, good low pokes, good blockstrings, a fast sweep, and one of the hardest to deal with pressure CDs in the game, Omega Rugal can keep an opponent locked down, stop them from escaping, and reset pressure with great efficiency. | ||
* '''Defense''': A projectile reflector, two fireballs and one of the best DPs in the game make Rugal hard to approach at midscreen. | * '''Defense''': A projectile reflector, two fireballs and one of the best DPs in the game make Rugal hard to approach at midscreen. This combined with an incredibly effective Shatterstrike that yields uniquely powerful follow-up combos and his Dark Barrier that "reflects" opponents away from him just as effectively as it reflects projectiles give Rugal the tools to turn the tide of a match in an instant, and making attempting to approach him all the more nerve-wracking. | ||
* '''Meter Burn''': Rugal's EX specials all provide him with great combo opportunities. Cancelling into Gigantic Pressure allows him to immediately end neutral and drag you to the corner, while Desperation Ray is a great combo ender and punish tool. His 0.5/1 meter damage is also very good. | * '''Meter Burn''': Rugal's EX specials all provide him with great combo opportunities. Cancelling into Gigantic Pressure allows him to immediately end neutral and drag you to the corner, while Desperation Ray is a great combo ender and punish tool. His 0.5/1 meter damage is also very good. | ||
* '''Meter Efficiency''': Rugal's specials all generate copious amounts of meter, with Genocide Cutter generating nearly a fourth of a bar alone. If he gets a solid starter, it's likely that much of the meter he spent will be refunded. | * '''Meter Gain/Efficiency''': Rugal's specials all generate copious amounts of meter, with Genocide Cutter generating nearly a fourth of a bar alone. If he gets a solid starter, it's likely that much of the meter he spent will be refunded. This also results in Rugal having access to his powerful EX combos fairly early into a match even as a point character. A simple meterless combo into D Genocide Cutter will result in a hefty amount of meter build, while a basic 0.5 bar combo will only result in 1/8 of your meter being spent by the end of it, easily refilled by landing a single special. | ||
| cons= | | cons= | ||
* '''Combo | * '''Combo Complexity''': Rugal simply cannot rely on staple combo routes other characters fall back on, for a variety of reasons. His 214AC and 236BD are major tools for dealing big damage, but a 2B hit that isn't close enough to chain into 2A and 6B will deny Rugal the option to use these EX moves, making low confirms require more spacing knowledge than most other characters. This causes Rugal to rely simply on 2A as a light combo starter for consistency, losing out on a low confirm. His close C also has immense amounts of pushback, meaning you'll have to frequently cancel the first hit (leading to less damage), or keep track of what situations or jump-ins allow you to combo into 6B, and which ones you should omit 6B. Rugal rarely has the luxury of autopiloting the standard KOF combo starters. | ||
* '''''Slow and Immobile''''': 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, and it's very hard for him to chase opponents as well. | * '''''Slow and Immobile''''': 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, and it's very hard for him to chase opponents as well. | ||
* '''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. |
Revision as of 02:20, 4 February 2023

Movelist
(*) = EX OK
(!) = MAX OK
(Midair Only) = Can only be done in the air.
(Air OK) = Can be done both on the ground and in the air.
Throws
Command Normals
Special Moves
Super Special Moves
Climax Super Special Moves
0 Meter |
Anywhere |
((2B > 2A)/(cl.C) > 4/6B > 623D = 213/240 dmg |
1 Meter |
Anywhere |
((2B > 2A)/(cl.C) > 4/6B > 236BD, 214AC, cl.D > 623D = 374/409 dmg |
2 Meters |
Anywhere |
((2B > 2A)/(cl.C) > 4/6B > 236BD, 214AC, cl.D > 236C > 2363214A/C = 445/485 dmg |
Gameplay Overview
One of the most legendary fighting game bosses of all time finally makes his return! Omega Rugal is a solid midrange defensive character with a suite of strong normals and specials. Rugal excels at zoning, and the midrange poking game. He has great normals like f.A, f.C, 2B, 2D, an incredible jump CD, and a fantastic Shatterstrike with powerful follow-ups, as well as multiple projectiles that cover multiple approach options, and a fullscreen super to keep opponents out, as well as effective specials that re-establish distance when the opponent gets too close. He has generous hit-confirms windows off of 6B, cl.D and cl.C, which he can use to combo into a number of powerful special moves. If Rugal has meter, he can burn it to go into one of several wonderful EX special moves that give him ample opportunities for comboing midscreen and in the corner. His best feature is his defensive play: Rugal has two fireballs that cover different angles, the aforementioned fullscreen laser super that can be used as a punish, a reflector for returning projectiles in fireball wars, and one of the best DPs in the game with an EX version that sends people completely fullscreen. And if people somehow get past all of that, he also has a rushing hit-grab super that drags his unfortunate foes all the way to the corner on hit. This combined with his poking normals can make him very hard to approach, especially if the Rugal player varies up their options consistently. Rugal's two biggest weaknesses are speed and his unusual gameplay. While Rugal's options are all pretty solid, they tend to be quite slow and committal, or very atypical. This makes him susceptible to being counterpoked, and he will require a bit more labbing than other characters just to figure out what move to use where in what situation. This becomes worse when taking his lack of many ways to burst approach or his lack of a good lariat/sobat. This requires Rugal to switch between two completely different styles of play (zonig/keep-away and offensive pressure), rather than seamlessly transitioning between them. You'll need to properly gauge the moment to stop keeping your opponent out and start trying to get in based on the situation, your opponent's playstyle, and the character matchup. Overall, Rugal is a solid pick for someone who seeks a specialist character with little need for team specialization. His 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 properly utilize his tools.
Rugal is a defensive character who excels at punishing bad approaches. | |
Pros | Cons |
|
|
Normals
Far Standing Normals
far A
far A
f.A
f.A |
---|
far B
far B
f.B
f.B |
---|
far C
far C
f.C
f.C |
---|
far D
far D
f.D
f.D |
---|
Close Standing Normals
close A
close A
cl.A
cl.A |
---|
close B
close B
cl.B
cl.B |
---|
close C
close C
cl.C
cl.C |
---|
close D
close D
cl.D
cl.D |
---|
Crouch Normals
crouch A
crouch A
2A
2A |
---|
crouch B
crouch B
2B
2B |
---|
crouch C
crouch C
2C
2C |
---|
crouch D
crouch D
2D
2D |
---|
Jump Normals
Jump A
jump A
j.A
j.A |
---|
Jump B
jump B
j.B
j.B |
---|
Neutral Jump B
neutral jump B
nj.B
nj.B |
---|
Jump C
jump C
j.C
j.C |
---|
Jump D
jump D
j.D
j.D |
---|
Rush
rush
cl.AA/cl.AAX
cl.AA/cl.AAX |
---|
Blowback
Blowback
Blowback
CD
CD |
---|
Shatter Strike
Shatter Strike
236CD
236CD |
---|
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