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
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.
2B > 2A > 4/6B(1)
65
Heavy hitters from a light confirm. Must be close.
cl.D > 4/6B(1)
108
Not gonna land this very often due to cl.D slow's start-up. Use in big punishes.
2C
70
Slightly better range than cl.C, but a bit slower. May have uses as a punish or for jump-ins outside of cl.C range.
Other Starters
Combo
Damage
Notes
CD
75
2B > f.B
58
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.
(Note: 'Other Starters' won't be referenced in the 'Combos' section.)
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
213/258
220/265
0
35%
Anywhere
Standard meterless confirm. 623D can miss at some ranges. Also works from 2B > f.B 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
271/316
290/335
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
319/364
260/305
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
339/384
240/285
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
374/419
260/305
1
40%
Anywhere
Starter > 214A, 2363214A/C
308/353
140/185
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.
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.
236CD, 214AC, cl.D (1) > 236C > 2363214A/C
456
80
2.5
70%
Anywhere
236CD, cl.D > 214AC, 236D > 2363214A/C
450
80
2.5
70%
Anywhere
236CD, 214AC, 236B > 236236B/D, cl.D (1) > 623D
567
220
2.5
90%
Corner
3 Bar
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Starter > 214A > 236214P > 236236BD
556/601
140/185
3
20%
Anywhere
Starter > BC, cl.D > 214AC, 236D > 214236CD
532/577
200/245
3
10%
Anywhere
1000 Max Guage combo.
Starter > BC, cl.D > 214A > 236214P > 214236CD
557/602
220/265
3
10%
Anywhere
1250 and 1500 Max Guage combo.
Starter > BC, cl.D > 214A > 236236K > dl.214236CD
583/628
220/265
3
10%
Corner
Using the K super in the corner will net you more damage. You must delay the Climax slightly.
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.