| CD > 236C || 124 || 140 || 0 || 14.5% || Non-Corner || Rugal's only combo from CD outside of the corner.
| CD > 236C || 124 || 140 || 0 || 14.5% || Non-Corner || Rugal's only combo from CD outside of the corner.
|-
|-
| CD, 236A, cl.D (1) > 236D, 623D || 270 || 360 || 0 || 56% || Corner || Combo if Rugal is very close to the corner.
| CD, 236A, cl.D(1) > 236D, 623D || 270 || 360 || 0 || 56% || Corner || Combo if Rugal is very close to the corner.
|}
|}
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| '''Starter''' > 214AC, cl.D (1) > 623D || 304/356 || 245/270 || 0.5 || 37%/40% || Anywhere || Very consistent, no matter the spacing. Switches sides.
| '''Starter''' > 214AC, cl.D(1) > 623D || 304/356 || 245/270 || 0.5 || 37%/40% || Anywhere || Very consistent, no matter the spacing. Switches sides.
|-
|-
| '''Starter''' > 236BD, run, cl. D (1) > 623D || 281/329 || 245/270 || 0.5 || 37%/40% || Anywhere || Alternate combo to keep the corner.
| '''Starter''' > 236BD, run, cl. D (1) > 623D || 281/329 || 245/270 || 0.5 || 37%/40% || Anywhere || Alternate combo to keep the corner.
|-
|-
| '''Starter''' > 236BD, walk, 236A, cl.D (1) > 236A, 236D, 623B || 377/432 || 305/330 || 0.5 || 57%/60% || Corner || Optimal corner combo. Much like your CD combos, the spacing where you need to hit the first 236A is quite specific. Depending on your starter or where you started your combo, you might not need to walk at all.
| '''Starter''' > 236BD, walk, 236A, cl.D(1) > 236A, 236D, 623B || 377/432 || 305/330 || 0.5 || 57%/60% || Corner || Optimal corner combo. Much like your CD combos, the spacing where you need to hit the first 236A is quite specific. Depending on your starter or where you started your combo, you might not need to walk at all.
| '''Starter''' > 214A, 2363214P || 293/340 || 125/150 || 1 || 20%/23% || Anywhere || If you really want the corner that badly(note there is a much better 1.5 bar route for this below).
| '''Starter''' > 214A, 2363214P || 293/340 || 125/150 || 1 || 20%/23% || Anywhere || If you really want the corner that badly(note there is a much better 1.5 bar route for this below).
|-
|-
| '''Starter''' > 236BD, walk, 236A, cl.D (1) > '''236A''', 214AC, 236D, 623B || 435/499 || 305/330 || 1 || 57%/60% || Corner || You can omit the bolded 236A for an easier, less spacing-dependent combo.
| '''Starter''' > 236BD, walk, 236A, cl.D(1) > '''236A''', 214AC, 236D, 623B || 435/499 || 305/330 || 1 || 57%/60% || Corner || You can omit the bolded 236A for an easier, less spacing-dependent combo.
|-
|-
| CD > 236A, 2363214P || 250 || 140 || 1 || 14% || Non-Corner || Easy CD conversion that grants the corner.
| CD > 236A, 2363214P || 250 || 140 || 1 || 14% || Non-Corner || Easy CD conversion that grants the corner.
|-
|-
| CD, cl.D (1) > 236D > 236236K, 623D || 338 || 320 || 1 || 49.5% || Corner || Very consistent CD corner combo; no need to fuss with spacing.
| CD, cl.D(1) > 236D > 236236K, 623D || 338 || 320 || 1 || 49.5% || Corner || Very consistent CD corner combo; no need to fuss with spacing.
|-
|-
| j.CD, 236236K || 222/232 || 80 || 1 || 8%/9% || Anywhere || The timing is tight, but it is possible to hit OTG with super before the opponent can quick rise from a j.CD. Note: the two different values are for hop CD and jump CD.
| j.CD, 236236K || 222/232 || 80 || 1 || 8%/9% || Anywhere || The timing is tight, but it is possible to hit OTG with super before the opponent can quick rise from a j.CD. Note: the two different values are for hop CD and jump CD.
| 623BD, 236236K || 317 || 0 || 1.5 || 0% || Anywhere || You can get an OTG super if you land a 623BD.
| 623BD, 236236K || 317 || 0 || 1.5 || 0% || Anywhere || You can get an OTG super if you land a 623BD.
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| '''Starter''' > 236BD, 214AC, cl.D (1) > 214D > 2363214P || 437/493 || 145/170 || 2 || 19%/22% || Anywhere || Your best confirm midscreen and guarantees the corner.
| '''Starter''' > 236BD, 214AC, cl.D(1) > 214D > 2363214P || 437/493 || 145/170 || 2 || 19%/22% || Anywhere || Your best confirm midscreen and guarantees the corner.
|-
|-
| '''Starter''' > BC, cl.D > 214AC, cl.D (1) > 214D > 2363214P || 386/442 || 225/250 || 2 || 7%/10% || Anywhere || 1000 and 1250 Max Gauge combo. If you Quick Max off of a light normal, such as a 2B > 5B string, use cl.C instead of cl.D after the Quick Max. 4/6B after Quick Max actually usually makes the scaling worse, so it should be omitted. Generally however, Rugal's Quick Max damage is not very good. Even if you're out of range for 4/6B to do a regular confirm, such as from a spaced out 2B, cancelling into 214A into super is generally stronger.
| '''Starter''' > BC, cl.D > 214AC, cl.D(1) > 214D > 2363214P || 386/442 || 225/250 || 2 || 7%/10% || Anywhere || 1000 and 1250 Max Gauge combo. If you Quick Max off of a light normal, such as a 2B > 5B string, use cl.C instead of cl.D after the Quick Max. 4/6B after Quick Max actually usually makes the scaling worse, so it should be omitted. Generally however, Rugal's Quick Max damage is not very good. Even if you're out of range for 4/6B to do a regular confirm, such as from a spaced out 2B, cancelling into 214A into super is generally stronger.
| '''Starter''' > 236BD, 214AC, 236B > 236236K, cl.D (1) > 214BD, 236A, 623D || 572/644 || 325/350 || 2.5 || 55%/58% || Corner || Similar to the 2 bar corner combo. The 2 Bar combo with a 'j.X > cl.C' starter does more damage than this one with a 'j.X > cl.C(1) > 4/6B(1)' starter.
| '''Starter''' > 236BD, 214AC, 236B > 236236K, cl.D(1) > 214BD, 236A, 623D || 572/644 || 325/350 || 2.5 || 55%/58% || Corner || Similar to the 2 bar corner combo. The 2 Bar combo with a 'j.X > cl.C' starter does more damage than this one with a 'j.X > cl.C(1) > 4/6B(1)' starter.
Use the corresponding starter(s) from the 'Starters' section of this page.
>
Cancel the previous move into the following move. If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel').
,
Link the previous move into the following move.
(X)
A move in brackets must whiff (not hit). Can also mean the move must be Kara Canceled.
~
Cancel the previous special into the following special.
cl.
Close to opponent.
f.
Far from opponent.
j.
Jumping move.
AA
Anti-air. Hit the opponent while they're mid-air.
[X]
Hold input briefly.
P & K
P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively.
X/Y
Do either X move or Y move in a combo (Both final damage & stun values will be shown).
X * N {X} * N
Repeat 'X' input 'N' amount of times. Multiple inputs will be bundled into "{}".
Starters
Keep in mind: The combos in the "Combos" section have been tested using both of the starters in Bold.
The other starters in each table should also work in each case, but may not.
Starters
Combo
Damage
Notes
2B > 2A > 4/6B(1)
65
Heavy hitters from a light confirm. Must be somewhat close.
cl.C > 4/6B(1)
98
Go-to heavy combo starter, but note omission of the second hit of cl.C may be necessary to avoid disastrous whiffs of either 4/6B or a special(e.g. 623D).
cl.D > 4/6B(1)
108
Much slower than cl.C, save this for big punishes.
j.X > cl.C(1) > 4/6B(1)
125
Complicated jump-in starter. The combo shown is the most consistent for follow-ups. At some ranges, however, the 4/6B(1) will not connect, in which case it should be omitted and instead cancel the 2nd hit of cl.C. Due to cl.C's 2nd hit having high pushback, however, some cancels such as 236BD will fall out at most ranges, in which case the 2nd hit of cl.C would be omitted. Feel free to experiment with the various jump-in follow-ups yourself.
Other Starters
Combo
Damage
Notes
CD
75
2B > f.B
43
Light confirm that works from way further than '2B > 2A > 4/6B(1)', though with significantly more limited combo routes. Good route for confirming into Quick Max.
Combos
General Notes:
Rugal's cancels from his starters are very range-sensitive. An exception to this rule however is 214A and 214AC, which are incredibly reliable cancel options that work from nearly any range. Use j.X > cl.C as your jump-in when cancelling into 214AC or Quick Max to minimise scaling.
Rush Auto Combo
Combo
Damage
Meter cost
notes
cl.A > A > A > B
172
0
Rush combo ending in a special move.
cl.A > A > A > C
240
1
Rush combo ending in a super.
cl.A > A > A > D
367
2
Rush combo ending in a Max super.
cl.A > A > A > A
446
3
Rush combo ending in a Climax super.
Meterless
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Starter > 623D
198/240
205/230
0
33%/36%
Anywhere
Standard meterless confirm. 623D can miss at some ranges. Also works from 2B > f.B at some ranges.
Starter > 214A
133/170
125/150
0
20%/23%
Anywhere
Trades a fair amount of damage and metergain for a hard knockdown(and autotimed corner safejump).
2B > 2B > 5B > 214A
124
120
0
19%
Anywhere
Most consistent at further spacings. This combo can be super cancelled at the end to tack on extra damage if needed.
Starter > 214B, 5B > 623D
242/316
260/335
0
44%/47%
Corner
This combo only works if the opponent is completely in the corner and is standing. This combo is also extremely spacing dependent, sometimes you may need to cut your starter short for the right spacing. Cl.D forces stand which makes it the most consistent starter.
CD > 236C
124
140
0
14.5%
Non-Corner
Rugal's only combo from CD outside of the corner.
CD, 236A, cl.D(1) > 236D, 623D
270
360
0
56%
Corner
Combo if Rugal is very close to the corner.
EX
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Starter > 214AC, cl.D(1) > 623D
304/356
245/270
0.5
37%/40%
Anywhere
Very consistent, no matter the spacing. Switches sides.
Optimal corner combo. Much like your CD combos, the spacing where you need to hit the first 236A is quite specific. Depending on your starter or where you started your combo, you might not need to walk at all.
Starter > 214AC, cl.D(1) > 236D, 623D
348/403
285/310
0.5
49%/52%
Corner
Simpler corner combo.
CD, 214AC, cl.D(1) > 236D, 623D
302
320
0.5
49.5%
Corner
1 Bar
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Starter > 236BD, 214AC, cl.D(1) > 623D
359/409
245/270
1
37%/40%
Anywhere
Starter > 214A, 2363214P
293/340
125/150
1
20%/23%
Anywhere
If you really want the corner that badly(note there is a much better 1.5 bar route for this below).
You can omit the bolded 236A for an easier, less spacing-dependent combo.
CD > 236A, 2363214P
250
140
1
14%
Non-Corner
Easy CD conversion that grants the corner.
CD, cl.D(1) > 236D > 236236K, 623D
338
320
1
49.5%
Corner
Very consistent CD corner combo; no need to fuss with spacing.
j.CD, 236236K
222/232
80
1
8%/9%
Anywhere
The timing is tight, but it is possible to hit OTG with super before the opponent can quick rise from a j.CD. Note: the two different values are for hop CD and jump CD.
1000 and 1250 Max Gauge combo. If you Quick Max off of a light normal, such as a 2B > 5B string, use cl.C instead of cl.D after the Quick Max. 4/6B after Quick Max actually usually makes the scaling worse, so it should be omitted. Generally however, Rugal's Quick Max damage is not very good. Even if you're out of range for 4/6B to do a regular confirm, such as from a spaced out 2B, cancelling into 214A into super is generally stronger.
Similar to the 2 bar corner combo. The 2 Bar combo with a 'j.X > cl.C' starter does more damage than this one with a 'j.X > cl.C(1) > 4/6B(1)' starter.
1250 and 1500 Max Gauge combo. Generally your strongest combo for 4 meters. Slight optimizations exist, mainly for combos from lights, but it's recommended to just stick with this confirm to keep things simple.