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 the first starter in each category (the combos in Bold).
The other starters in each table should also work in each case, but may not.
Light Starters
Combo
Damage
Notes
2B > 5B
58
Standard low light confirm. Can get an extra 2B depending on range.
Heavy Starters
Combo
Damage
Notes
j.X > cl.C > 4/6B(1)
Standard jump-in starter.
Other Starters
Combo
Damage
Notes
CD
75
(Note: 'Other Starters' won't be referenced in the 'Combos' section.)
Combo Notation Guide
Notation
Meaning
{X 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 canceled before it finishes.
~
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.
X/Y
Do either X move or Y move in a combo (Both final damage/stun values will be shown).
X * N
Repeat 'X' input 'N' amount of times.
General Notes
Omega Rugal's basic combo starter will be anything that leads into 4/6B. In the following combos with the denotation Starter, the damage values will assume the combo started with 2B > 2A > 4/6B or cl.C > 4/6B, separated by a slash. When doing the cl.C starter from a jump in, omit 4/6B as it has a tendency to whiff from the pushback of the jump in. Longer combos will do slightly more damage from a heavy normal if the 4/6B is omitted.
Rush Auto Combo
Combo
Damage
Meter cost
notes
cl.A > A > A > B
0
Rush combo ending in a special move.
cl.A > A > A > C
1
Rush combo ending in a super.
cl.A > A > A > D
2
Rush combo ending in a Max super.
cl.A > A > A > A
3
Rush combo ending in a Climax super.
Meterless
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Starter > 623D
213/240
220/230
0
35%
Anywhere
Standard meterless confirm. 623D can miss at some ranges.
2B > 2B > 5B > 214A
153
150
0
20%
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
271/302
290/300
0
45%
Corner
This combo only works if the opponent is completely in the corner and is standing. This combo is generally very spacing dependant. 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 > 236A
130
140
0
15%
Non-Corner
Rugal's only combo from CD outside of the corner.
CD, run, cl.D (1) > 236A, 623D
277
320
0
45%
Corner
You must connect the cl.D as far as possible to get the 236A juggle. Ideal if Rugal is a few character lengths away from the corner.
CD, 236A, cl.D (1) > 236D, 623B
298
300
0
55%
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
319/356
260/270
0.5
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, 623B
339/377
240/270
0.5
45%
Corner
Simpler corner combo.
CD, run, cl.D (1) > 236A, 214AC, 623D
349
320
0.5
45%
Corner
CD, 236A, cl.D (1) > 214BD, 236A, 623D
363
360
0.5
50%
Corner
1 Bar
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Starter > 236BD, 214AC, cl.D (1) > 623D
374/409
260/270
1
40%
Anywhere
Starter > 214A, 2363214A/C
308/340
140
1
20%
Anywhere
Significantly weaker use of 1 bar, but can be worth it for the corner carry.
1000 and 1250 Max Guage 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.
1250 and 1500 Max Guage combo. Generally your strongest combo for 4 meters. Slight optimizations exist, mainly for combs from lights, but it's recommended to just stick with this confirm to keep things simple.