Difference between revisions of "XV Broken/Omega Rugal"

From Dream Cancel Wiki
Jump to navigation Jump to search
(18 intermediate revisions by 3 users not shown)
Line 1: Line 1:
{{CharNavbox_XV}}
{{CharNavbox_XV}}
[[File:KOFXV_Omega_Rugal_Profile.png|thumb|This dark arms merchant of death once ruled the world’s black market, and was never shy about digging his fangs into any fighter that dared challenge him. Through the power of Orochi, he was given life once again, until a group of fierce fighters brought his reign to an end. Now, due to Verse’s influence, he’s returned to the mortal realm to extract vengeance.]]
<section begin="image"/>[[File:KOFXV_Omega_Rugal_Profile.png|thumb|This dark arms merchant of death once ruled the world’s black market, and was never shy about digging his fangs into any fighter that dared challenge him. Through the power of Orochi, he was given life once again, until a group of fierce fighters brought his reign to an end. Now, due to Verse’s influence, he’s returned to the mortal realm to extract vengeance.]]<section end="image"/>
{{TOClimit|3}}
{{TOClimit|3}}
==Movelist==
==Movelist==
Line 77: Line 77:


==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, 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.
{{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.'''''
| pros=
| pros=
* '''Strong Normals''': Has several great pokes that help him control space from afar, while certain plus-on-block close normals help him keep the heat on up close.
* '''Strong Normals''': Has several great pokes that help him control space from afar, while certain plus-on-block close normals help him keep the heat on up close.
Line 84: Line 85:
* '''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.  
* '''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.  
* '''Annoying Midrange''': The excellent defense tools that Rugal has combined with his beefy normals make him very difficult to deal with at close range. Opponents will often have to commit to riskier options to get past him.
* '''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 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.
| cons=
| cons=
Line 90: Line 90:
* '''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 opponent as if he is a slowly approaching a wall, and he has a very low mistake allowance on this.
*'''No Synergy''': For a character who wants to deal high damage, who wants to get you in the corner, who wants to play defensively and then switch to offensive pressure, Rugal's kit is downright horrible for these purposes. His slowness and deliberacy make it hard to make a good callout, and his awful corner carry prevents him from establishing his monstrous corner combos and pressure game. While Rugal does well when he works, the question is ''when does he work?'' As such, he lacks a clear way to establish his gameplan, harming him massively overall.
*'''The Devs Hate Him''': What can I say they gave haoh a better DP than genocide fuckin cutter gaaahhleeee dude.
}}
}}
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 confirms. 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 confirms into consideration, as he requires himself to be very close in order to get off his highest damage combos and best pressure strings. Rugal also sees himself lacking typical zoner tools, which results in him playing a very bizarre game. Overall, Rugal is a solid pick for someone who seeks a specialist character with little need for 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==
==Normals==
Line 119: Line 121:
|name=far C
|name=far C
|input=f.C
|input=f.C
|description=* Huge range. Does not catch hops.
|description=Evasive, long range normal that's hard to counterpoke.
* Huge range. Does not catch hops.
If only it had less recovery or caught hops. This move recovers really slowly and can be easily whiff punished by a keen player, but it pretty much cannot be counterpoked due to how far back Rugal pulls himself during the startup.
}}
}}


Line 177: Line 181:
|description= Very short stagger/hit-confirm tool. It's good enough at what it does.
|description= Very short stagger/hit-confirm tool. It's good enough at what it does.
* Plus on block.
* Plus on block.
Use this in corner pressure instead of cl.C[1] to have more consistent pushback into a plus fireball off a deep jump in.
}}
}}


Line 185: Line 190:
|input=2B
|input=2B
|description= * Main low confirm. = on block instead of -1 because it's frame 5 I guess.
|description= * Main low confirm. = on block instead of -1 because it's frame 5 I guess.
Very average 2B. Not as good as it initially seems in the grand scheme of things as the range doesn't matter much since you can't get confirms from it unless you're very close. Frame 5 and this fact make it quite mediocre as abare.
Very average 2B. Not as good as it initially seems in the grand scheme of things as the range doesn't matter much since you can't get confirms from it unless you're very close thanks to 2A's range. Frame 5 and this fact make it quite mediocre as abare.
}}
}}


Line 206: Line 211:
* Moves Rugal slightly forward.
* Moves Rugal slightly forward.
* Whiff cancellable.
* Whiff cancellable.
* Grants a 6f safejump with buffered short hop.
* Grants a 6f safejump with buffered short hop.
Really stubby sweep made up for the fact that it's special cancelable on hit and whiff. Canceling into either projectile and 236B are your best bets here.
* Many characters cannot short hop punish this when you're plus.
Really stubby sweep made up for the fact that it's special cancelable on hit and whiff, while also recovering incredibly quickly for a sweep of its speed. Canceling into either projectiles or 236B are your best bets here.
}}
}}


Line 249: Line 255:
|input=j.D
|input=j.D
|description2=
|description2=
* Low hit-stun relative to other similar moves. Good timing required despite the frame data.
* Rugal's jump arc makes landing this into a combo tricky. Good timing required despite the frame data.
Kind of slow but very deep and very big jump in. Good for pressure and combos and not much else.
Kind of slow but very deep and very big jump in. Good for pressure and combos and not much else.
}}
}}
Line 337: Line 343:
* EX version combos from heavies and causes a crumple. This leads to very high damage in corners through proper spacing into 236A, 5D(1) > 236A, 623D for just 0.5 meter.
* EX version combos from heavies and causes a crumple. This leads to very high damage in corners through proper spacing into 236A, 5D(1) > 236A, 623D for just 0.5 meter.


. Despite its low range, the speed, active frame duration, and relative safety is more than enough to make up for it. Can be used to catch hops and approaches, and when buffered behind 5B, makes it terrifying as a 91 damage, 6 frame, soft knockdown poke. Can be cancelled into supers on reaction if you're sharp, or just buffer the super input from ranges where the opponent is likely to run into it. Hop normals that reduce the opponent's hurtbox, such as Iori's j.CD, are more consistent at getting over it.
Despite its low range, the speed, active frame duration, and relative safety is more than enough to make up for it. Can be used to catch hops and approaches, and when buffered behind 5B, makes it terrifying as a 91 damage, 6 frame, soft knockdown poke. Can be cancelled into supers on reaction if you're sharp, or just buffer the super input from ranges where the opponent is likely to run into it. Hop normals that reduce the opponent's hurtbox, such as Iori's j.CD, are more consistent at getting over it.


Be careful as although the special is safe on block, it has a fairly long whiff recovery.
Be careful as although the special is safe on block, it has a fairly long whiff recovery.
Line 354: Line 360:
* B version grants a safe jump but it has to be timed manually.
* B version grants a safe jump but it has to be timed manually.
* ''Both'' hits are very active on both B and D versions.  
* ''Both'' hits are very active on both B and D versions.  
The ever-infamous Genocide Cutter. Highest damaging DP in the game with generous invulnerability and active frames, more than capable of blowing up any move that comes into contact with it. Compared to other DPs, Genocide Cutter does not have a quicker but upper body invulnerable version, meaning Rugal needs to react quicker to jump-ins than others.
The ever-infamous Genocide Cutter. The second highest damaging DP in the game behind Haohmaru's Renting Tremor Slash, with generous invulnerability and active frames, more than capable of blowing up any move that comes into contact with it. Compared to other DPs, Genocide Cutter does not have a quicker but upper body invulnerable version, meaning Rugal needs to react quicker to jump-ins than others.


The B version is the quickest and "safest" of the bunch - recovering as fast as a light DP while having the properties typical of a heavy - while the D version is best used as a combo ender thanks to its very high damage and meter gain. Exercise heavy caution using the D and EX versions as reversals or anti-airs, as they are excruciatingly slow to recover and will often result in Rugal being hit with the opponent's strongest starters. If you can react in time to a jump-in however, it is highly rewarding.
The B version is the quickest and "safest" of the bunch - recovering as fast as a light DP while having the properties typical of a heavy - while the D version is best used as a combo ender thanks to its very high damage and meter gain. Exercise heavy caution using the D and EX versions as reversals or anti-airs, as they are excruciatingly slow to recover and will often result in Rugal being hit with the opponent's strongest starters. If you can react in time to a jump-in however, it is highly rewarding.
Line 369: Line 375:
* C version is plus on block.
* C version is plus on block.
* EX version launches and is a staple combo tool.
* EX version launches and is a staple combo tool.
A version is a hit-confirm tool and nothing more. It is always very unsafe, has no invincibility, and puts Rugal point blank. The same goes for his EX, which is even less safe and gives your opponent more time to react on block. It's highly inadvisable to use this in neutral over his other specials.
A version is a hit-confirm tool and nothing more. It is always very unsafe, has no invincibility, has an awful hitbox, and puts Rugal point blank. The same goes for his EX, which is even less safe and gives your opponent more time to react on block. It's highly inadvisable to use this in neutral over his other specials.


The C version on the other hand is quite slow, but thanks to being plus it's much more rewarding should you manage to get the opponent to block it, such as if they're used to you using Reppukens in your pressure.
The C version on the other hand is quite slow, but thanks to being plus it's much more rewarding should you manage to get the opponent to block it. However, given how fireball pressure usually works, Rugal seldom finds use for this move, as both it and his reppukens can be hopped.
}}
}}


Line 394: Line 400:
|name=Violent Ray
|name=Violent Ray
|input=214B/D/BD
|input=214B/D/BD
|description3=
|description3= Projectile with incredibly fast startup and low recovery. Better for approaches more than zoning thanks to its awkward height. But Rugal is slow so....
* B version is slow, D version is fast.
* B version is slow, D version is fast.
* Can be ducked by all characters.
* Can be ducked by all characters.

Revision as of 02:00, 5 October 2022

The King of Fighters XV

OverviewStrategyDataCombosReplays

This dark arms merchant of death once ruled the world’s black market, and was never shy about digging his fangs into any fighter that dared challenge him. Through the power of Orochi, he was given life once again, until a group of fierce fighters brought his reign to an end. Now, due to Verse’s influence, he’s returned to the mortal realm to extract vengeance.

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

Scorpion Deathlock - Bk.gif / Fd.gif + C.gif

Scorpion Deathblow - Bk.gif / Fd.gif + D.gif

Command Normals

Double Tomahawk - Bk.gif / Fd.gif + B.gif

Special Moves

Dark Barrier - Qcf.gif + B.gif / D.gif (*)

Genocide Cutter - Dp.gif + B.gif / D.gif (*)

Vanishing Rush - Qcb.gif + A.gif / C.gif (*)

Reppuu Ken - Qcf.gif + A.gif / C.gif (*)

Violent Ray - Qcb.gif + B.gif / D.gif (*)

Super Special Moves

Gigantic Pressure - Qcf.gifDf.gifQcb.gif + A.gif / C.gif (!)

Desperate Ray - Qcf.gifQcf.gif + B.gif / B.gif (!)

Climax Super Special Moves

Dread Fatal Wave - Qcb.gifDb.gifQcf.gif + C.gifD.gif

Quick Combo Reference

Notation

0 Meter

Anywhere
Anywhere

((2B > 2A)/(cl.C) > 4/6B > 623D = 213/240 dmg
(2B > 2B > 5B > 214A = 153 dmg

1 Meter

Anywhere
Corner

((2B > 2A)/(cl.C) > 4/6B > 236BD, 214AC, cl.D > 623D = 374/409 dmg
((2B > 2A)/(cl.C) > 4/6B > 236BD, dash, 236A, cl.D > 214BD, 236A, 623D = 414/468 dmg

2 Meters

Anywhere
Placeholder

((2B > 2A)/(cl.C) > 4/6B > 236BD, 214AC, cl.D > 236C > 2363214A/C = 445/485 dmg
((2B > 2A)/(cl.C) > 4/6B > 236BD, dash, 236A, cl.D > 214AC, 236B > 236236B/D, 623D = 539/600 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 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.

Rugal is a defensive character who excels at punishing bad approaches.
Pros Cons
  • Strong Normals: Has several great pokes that help him control space from afar, while certain plus-on-block close normals help him keep the heat on up close.
  • Good Pressure: Several strong jump-ins, good low pokes, good blockstrings and a fast sweep make it difficult to contest Rugal when he's at close range.
  • Defense: A projectile reflector, two fireballs and one of the best DPs in the game make Rugal hard to approach at midscreen.
  • 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.
  • Combo Availability: Without meter or close range, Rugal becomes a lot less threatening. 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. His meterless/mid-range damage isn't terrible, but it isn't very good either.
  • 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.
  • 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.
  • No Synergy: For a character who wants to deal high damage, who wants to get you in the corner, who wants to play defensively and then switch to offensive pressure, Rugal's kit is downright horrible for these purposes. His slowness and deliberacy make it hard to make a good callout, and his awful corner carry prevents him from establishing his monstrous corner combos and pressure game. While Rugal does well when he works, the question is when does he work? As such, he lacks a clear way to establish his gameplan, harming him massively overall.
  • The Devs Hate Him: What can I say they gave haoh a better DP than genocide fuckin cutter gaaahhleeee dude.


Normals

Far Standing Normals

far A

far A
f.A
f.A
XV orugal fa ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid super 6 4 14 -3 -5 - 30 60
  • Super long and quite active to make up for its recovery.

Annoying ass hop check. Despite its angle Rugal's entire arm is a hitbox so it eats hops like breakfast. Synergizes well with close A.

far B

far B
f.B
f.B
XV orugal fb ima.png
No longer hits low.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 Mid special 6 2 14 -1 -3 - 30 60
  • Moves Rugal slightly forward.

Quick, good ranged poke and hit-confirm normal outside of 2A ranges. Won't combo into any EX moves Rugal has besides Genocide Cutter, but fortunately can combo into 623D at closer ranges for acceptable reward. You should most often combo into 214A as it's more reliable, however.

far C

far C
f.C
f.C
XV orugal fc ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid special 13 3 23 -5 -7 - 70 120

Evasive, long range normal that's hard to counterpoke.

  • Huge range. Does not catch hops.

If only it had less recovery or caught hops. This move recovers really slowly and can be easily whiff punished by a keen player, but it pretty much cannot be counterpoked due to how far back Rugal pulls himself during the startup.

far D

far D
f.D
f.D
XV orugal fd ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Mid super 11 5 20 -4 -6 - 70 120
  • Massive coverage and INSANELY active.

Throw this out to catch jump-ins, hops, approaches, and low profiles all in one. Just be wary that it's quite slow and it has less range than far C.

Close Standing Normals

close A

close A
cl.A
cl.A
XV orugal cla ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid command 5 4 9 +2 0 - 30 60
  • Catches full jumps.

Fantastic abare button because unlike most close A's the opponent can't just... full jump over it. Though Rugal has no 4f abare, the coverage he offers is amazing.

close B

close B
cl.B
cl.B
XV orugal clb ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 Mid command 4 4 6 +5 +3 - 30 60
  • Plus on block.

close C

close C
cl.C
cl.C
XV orugal clc ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid command 6 3 21 -2 -4 - 70 (35+35) 120 (40+80)
  • Combo/blockstring filler.

Due to high pushback, you wanna cancel the first hit more often than not. However, be mindful of your spacing so you don't fireball them in the face on block and get punished.

close D

close D
cl.D
cl.D
XV orugal cld ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 (40+40) Mid command 10 2 (8) 5 19 -3 -5 - 80 (40+40) 120 (60+60)
  • First hit forces standing, allowing for combo routes with 214B/D.
  • First hit also causes a juggle state on airborne hit.
  • Both hits are cancellable.

Your main slow punisher and MAX Mode filler. Acts as a single hit despite dealing two, so canceling this button into a special into a super from MAX Mode will lead to drastically more damage than canceling from this button into 4B into the same stuff AND will lead to drastically more damage than a close C punish. Why? Idk.

Crouch Normals

crouch A

crouch A
2A
2A
XV orugal 2a ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid command 5 2 10 +3 +1 - 30 60

Very short stagger/hit-confirm tool. It's good enough at what it does.

  • Plus on block.

Use this in corner pressure instead of cl.C[1] to have more consistent pushback into a plus fireball off a deep jump in.

crouch B

crouch B
2B
2B
XV orugal 2b ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 Low super 5 4 9 +2 0 - 30 60
  • Main low confirm. = on block instead of -1 because it's frame 5 I guess.

Very average 2B. Not as good as it initially seems in the grand scheme of things as the range doesn't matter much since you can't get confirms from it unless you're very close thanks to 2A's range. Frame 5 and this fact make it quite mediocre as abare.

crouch C

crouch C
2C
2C
XV orugal 2c ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid command 7 3 17 +1 -1 - 70 120
  • Has less range than his lights.
  • Whiff cancellable.

Useless normal for Rugal in every KOF entry he was in and nothing's different here. 2A has better range and still leads to good reward while being plus on block. Use your standing buttons for heavier confirms or punishes instead.

crouch D

crouch D
2D
2D
XV orugal 2d ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Low special 7 5 17 SKD (28: Tech / 55: Non-tech) -2 - 70 120
  • Moves Rugal slightly forward.
  • Whiff cancellable.
  • Grants a 6f safejump with buffered short hop.
  • Many characters cannot short hop punish this when you're plus.

Really stubby sweep made up for the fact that it's special cancelable on hit and whiff, while also recovering incredibly quickly for a sweep of its speed. Canceling into either projectiles or 236B are your best bets here.

Jump Normals

Jump A

jump A
j.A
j.A
XV orugal ja ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

40 High - 5 7 1 on ground - - - 30 50

jump jump

45 High - 5 7 1 on ground - - - 30 60
  • Placeholder

Jump B

jump B
j.B
j.B
XV orugal jb ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

40 High - 6 6 1 on ground - - - 30 50

jump jump

45 High - 6 6 1 on ground - - - 30 60
  • Crosses up.

Neutral Jump B

neutral jump B
nj.B
nj.B
XV orugal njb ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

40 High - 6 7 1 on ground - - - 30 50

jump jump

45 High - 6 9 1 on ground - - - 30 60
  • Placeholder

Jump C

jump C
j.C
j.C
XV orugal jc ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

70 High - 8 6 1 on ground - - - 70 100

jump jump

70 High - 8 8 1 on ground - - - 70 120
  • Doesn't hit super deep but can hit crouchers when timed well.

Would be the best air-to-air if Clark's j.D didn't exist. Wonderfully active, heavy priority and damage, and frame six startup. It overshadows all of your other options when trying to air-to-air and for air approaches.

Jump D

jump D
j.D
j.D
XV orugal jd ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

70 High - 8 6 1 on ground - - - 70 100

jump jump

70 High - 8 6 1 on ground - - - 70 120
  • Rugal's jump arc makes landing this into a combo tricky. Good timing required despite the frame data.

Kind of slow but very deep and very big jump in. Good for pressure and combos and not much else.

Rush

rush
cl.AA/cl.AAX
cl.AA/cl.AAX
XV orugal rush1 ima.png
XV orugal rush2 ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

cl.AA cl.AA

48 (25+25) Mid Rush 6 - - -5 -7 - 30 120 (60+60)

cl.AAX cl.AAX

70 (25+25+25) Mid Rush 9 - - -5 -7 - 30 180 (60+60+60)
  • Placeholder

Blowback

Blowback

Blowback
CD
CD
XV orugal cd ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
75 Mid special 15 5 23 Splat - HKD (+72~+88) -5 - 100 160
  • The corner link doesn't work when spaced too close. Make sure you lab this.

VERY good stand CD. Has more range than it seems and has a very good tall hitbox because of how tall Rugal himself is. Combos into a very meaty 236A in the corner which can be linked into 2A 4B for massive damage. As such, it's a staple of Rugal's corner pressure. Can be whiff canceled for typical zoner shenanigans as well.

Shatter Strike

Shatter Strike
236CD
236CD
XV orugal 236cd ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
75 Mid - 15 6 27 Crumple - HKD(+96) -10 Armor: 4 to 14 (11 frames) 0 200
  • Basic Shatter Strike, but has long range.

Rugal gets uniquely incredible reward off his Shatter Strike as a result of his special moves being so great for juggles and Genocide Cutter dealing so much damage. A cornered 236CD can turn the tides in your favor by side switching with 214AC cl.D 623K. There is very little reason to not use this tool on defense.

jump CD

jump CD
j.CD
j.CD
XV orugal jcd ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

80 Mid - 15 7 1 on ground - - - 80 120

jump jump

90 Mid - 15 7 1 on ground - - - 80 140
  • Steep j.CD.

Pretty much only good for when you're directly around someone. It's a j.CD so it'll still do j.CD things, but it's quite awful as an air-to-air thanks to its angle.

Throws

Scorpion Deathlock

Scorpion Deathlock
(close) 4/6C
(close) 4/6C
XV orugal cthrow ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
100 N/A - 1 1 0 HKD (+62) Unblockable - 0 0
  • Grants an easy safe jump with 5A as a frame kill.

Scorpion Deathblow

Scorpion Deathblow
(close) 4/6D
(close) 4/6D
XV orugal dthrow ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
100 N/A - 1 1 0 HKD (+48) Unblockable - 0 0
  • Description

Command Moves

Double Tomahawk

Double Tomahawk
4/6B
4/6B
XV orugal 6b ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
100 (40+60) [60 (30+30)] Mid(1),High(2) [Mid] special(1), super 10 2 (12) 2 [2 (10) 2] 19 [19] 0 [-2] 0 [-2] - 50 (20+30) 100 (40+60)
  • Values in [] indicate values when cancelled into.
  • 2nd hit is overhead unless cancelled into.
  • 2nd hit also vacuums the opponent in on block.
  • Note that this mode can be input as either 4 or 6B. The most useful application for this is to cleanly cancel from Double Tomahawk into Dark Barrier (236K) without the risk of input overlap causing Genocide Cutter (623K) to occur. (i.e. input 2B > 2A > 4B > 236B in a block string/combo instead of 2B > 2A > 6B > 236B).

This is Rugal's most important button. It allows him to combo into all of his specials, adds an extra layer to his pressure, and has great range to boot. Hit-confirming into this off of 2A is how Rugal gets big damage off of close range tags.

Although the second hit is an overhead, this will rarely catch aware players if the first one is blocked. Whiffing the first hit enables sneaky overheads, but don't get carried away as if blocked it'll drag the opponent directly into Rugal's face for a punish and is quite unsafe when not cancelled into.

Special Moves

Dark Barrier

Dark Barrier
236B/D/BD
236B/D/BD
XV orugal 236b ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

65 Mid super 6 14 27 SKD (33: Tech / 60: Non-tech) -2 - 40 40

D D

70 Mid super 11 22 19 SKD (33: Tech / 60: Non-tech) -2 - 40 40

BD BD

80 Mid - 15 22 19 Crumple - HKD(+107) 0 - 0 70
  • Reflects projectiles, including EX and supers.
  • Safe on block.
  • Recovery is significantly shorter if it manages to reflect a projectile.
  • Both normal version combo from lights. B version in particular combos even at max range where all Genocide Cutters (623K) would miss.
    • Light Vanishing Rush (214A) is better as a light confirm ender as does more damage while still being super cancellable.
  • EX version combos from heavies and causes a crumple. This leads to very high damage in corners through proper spacing into 236A, 5D(1) > 236A, 623D for just 0.5 meter.

Despite its low range, the speed, active frame duration, and relative safety is more than enough to make up for it. Can be used to catch hops and approaches, and when buffered behind 5B, makes it terrifying as a 91 damage, 6 frame, soft knockdown poke. Can be cancelled into supers on reaction if you're sharp, or just buffer the super input from ranges where the opponent is likely to run into it. Hop normals that reduce the opponent's hurtbox, such as Iori's j.CD, are more consistent at getting over it.

Be careful as although the special is safe on block, it has a fairly long whiff recovery.

Genocide Cutter

Genocide Cutter
623B/D/BD
623B/D/BD
XV orugal 623b ima.png
XV orugal 623d ima.png
XV orugal 623bd ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

120 (60+60) Mid - 6 8 47 (31 on ground) SKD (31: Tech / 58: Non-tech) -36 Full Body: 1 to 8 (8 Frames) 80 (40+40) 40

D D

159 (40+40+90) Mid - 9 8 (11) 3 52 (21 on ground) SKD (26: Tech / 53: Non-tech) -55 Full Body: 1 to 15 (15 Frames) 100 (40+60) 40

BD BD

197 (30+30+60+100) Mid - 6 10 (11) 3 52 (21 on ground) HKD (55) -57 Full Body: 1 to 14 (14 Frames) 0 40
  • All versions have full invulnerability.
  • EX version causes a hard knockdown.
  • D version is Raw MAX Mode punishable.
  • B version stays in place, D and EX versions move Rugal forward.
  • B version grants a safe jump but it has to be timed manually.
  • Both hits are very active on both B and D versions.

The ever-infamous Genocide Cutter. The second highest damaging DP in the game behind Haohmaru's Renting Tremor Slash, with generous invulnerability and active frames, more than capable of blowing up any move that comes into contact with it. Compared to other DPs, Genocide Cutter does not have a quicker but upper body invulnerable version, meaning Rugal needs to react quicker to jump-ins than others.

The B version is the quickest and "safest" of the bunch - recovering as fast as a light DP while having the properties typical of a heavy - while the D version is best used as a combo ender thanks to its very high damage and meter gain. Exercise heavy caution using the D and EX versions as reversals or anti-airs, as they are excruciatingly slow to recover and will often result in Rugal being hit with the opponent's strongest starters. If you can react in time to a jump-in however, it is highly rewarding.

The EX version applies a hard knockdown but pushes Rugal back on the final hit alongside launching the opponent fullscreen. Fortunately, this doesn't matter in the corner as Rugal will only be pushed back a tiny bit.

Vanishing Rush

Vanishing Rush
214A/C/AC
214A/C/AC
XV orugal 214a ima.png
XV orugal 214c ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

80 Mid super 13 5 20 HKD (69) -6 - 60 80

C C

100 Mid super 29 1 26 HKD (75) +2 - 60 100

AC AC

110 (10*5+60) Mid - 15 1 (2) 1 (2) 1 (2) 1 (2) 1 (3) 1 26 Juggle, SKD (40: Tech* / 67: Non-tech) -8 - 0 110 (10*5+60)
  • C version is plus on block.
  • EX version launches and is a staple combo tool.

A version is a hit-confirm tool and nothing more. It is always very unsafe, has no invincibility, has an awful hitbox, and puts Rugal point blank. The same goes for his EX, which is even less safe and gives your opponent more time to react on block. It's highly inadvisable to use this in neutral over his other specials.

The C version on the other hand is quite slow, but thanks to being plus it's much more rewarding should you manage to get the opponent to block it. However, given how fireball pressure usually works, Rugal seldom finds use for this move, as both it and his reppukens can be hopped.

Reppuu Ken

Reppuu Ken
236A/C/AC
236A/C/AC
XV orugal 236a ima.png
XV orugal 236ac ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

65 Mid super 17 Full Screen Projectile 28 -2 (Close Range) to 26 (Max Range) -4 (Close Range) to 24 (Max Range) - 40 40

C C

70 Mid super 15 Full Screen Projectile 36 -10 (Close Range) to 24 (Max Range) -12 (Close Range) to 23 (Max Range) - 40 40

AC AC

87 (40+50) Mid - 17 Full Screen Projectile 30 Juggle, SKD (28: Tech / 55: Non-tech) - Close -1 (Close Range) to 20 (Max Range) - 0 60 (20+40)
  • A version is slow, C version is fast.
  • A version is plus at ranges outside of point blank.
  • EX version hits multiple times.
  • Cannot be used if another Reppuu Ken or a Violent Ray (214K) is on screen.
  • Can be canceled on whiff into MAX Gigantic Pressure (2363214/AC) or MAX Desperate Ray (236236BD) to anti-air the opponent if they roll/jump over the Reppuu Ken at mid range.
  • EX version can be hit-confirmed into laser from any range. Use this to win fireball wars with style.

Typical zoning tool but has a a bit more hitstun and blockstun than your average ground-based fireball, making it a great asset in corner combos and pressure in general.

Violent Ray

Violent Ray
214B/D/BD
214B/D/BD
XV orugal 214b ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

80 Mid super 12 Full Screen Projectile 33 -1 (Close Range) to 32 (Max Range) -3 (Close Range) to 30 (Max Range) - 40 40

D D

80 Mid super 12 Full Screen Projectile 33 -1 (Close Range) to 32 (Max Range) -3 (Close Range) to 30 (Max Range) - 40 40

BD BD

92 (45+50) Mid - 12 Full Screen Projectile 32 Juggle, SKD (44: Tech / 71: Non-tech) -3 (Close Range) to 20 (Max Range) - 0 80 (40+40)

Projectile with incredibly fast startup and low recovery. Better for approaches more than zoning thanks to its awkward height. But Rugal is slow so....

  • B version is slow, D version is fast.
  • Can be ducked by all characters.
  • Can be avoided by running or just by standing by some characters.
  • Non-EX versions cause an air reset state on airborne hit.
  • Cannot be used if another Violent Ray or a Reppuu Ken (236P) is on screen.
  • Characters that cannot run under Violent Ray:
Antonov, Athena, Benimaru, Clark, Kula, Kyo, Maxima, Meitenkun, Ralf, Ramon, Robert, Ryo, Shermie, Vanessa

Super Special Moves

Gigantic Pressure

Gigantic Pressure
2363214A/C/AC
2363214A/C/AC
XV orugal 2363214p ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A or C A or C

200 Mid advanced, climax 9 33 34 HKD (+58) -25 Full Body: 1 to 8 (8 Frames) 0 0

AC AC

350 (150+200) Mid climax 7 31 32 HKD (+57) -25 Full Body: 1 to 13 (13 Frames) 0 0
  • Guarantees corner carry.
  • MAX version has full body invulverability.

Unlike other characters, Rugal does not want to use this super for ending combos that much, as Genocide Cutter is usually the better option. However, it shines in MAX mode confirms and far C/far D hit-confirms, as those buttons have more than enough hit-stun for this to combo on reaction.

Desperate Ray

Desperate Ray
236236B/D/BD
236236B/D/BD
XV orugal 236236k ima.png
XV orugal 236236bd ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B or D B or D

180 [150] Mid advanced, climax 9 30 33 HKD (62 - Close Range to 71 - Max Range) -32 (Close Range) to -23 (Max Range) Full Body: 1 to 4 (4 Frames) 0 0

BD BD

333 (200+133) Min:170 Mid climax 7 60 (20) 52 59 HKD (8 - Close Range to 15 - Max Range) -42 (Close Range) to -60 (Max Range) 2nd hit Full Body: 1 to 11 (11 Frames) 0 0
  • Can OTG opponents. Values in [] indicate damage when the move OTGs.
  • MAX version doesn't combo properly on its 2nd hit when used to OTG.

Fantastic fullscreen beam super that catches literally everything and has very low recovery for a super. Also important in 1.5 bar corner juggles from EX Vanishing Rush, as 236B > 236236B will let you juggle afterward. You can use this as a hit-confirm for an EX fireball from fullscreen for a cheeky 300 damage fireball.

Climax Super Special Moves

Dread Fatal Wave

Dread Fatal Wave
2141236CD
2141236CD
XV orugal 2141236cd ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
450 (50+50+50+5*20+200) Min:235 Mid - 6 32 84 HKD (+6) -27 Full Body: 1 to 17 (17 Frames) 0 0
  • Does very low minimum damage for a Climax, partially due to damage loss from rounding down.

Due to the low minimum damage, you want to maintain as little scaling as possible when canceling into this. As such, it's advisable to not cancel into this super unless it either kills, or it is a MAX confirm that does not have 4/6B (cl.D is our best move to follow up a MAX cancel with, adding 4/6B will actually make cancels into this deal LESS damage because of the scaling).

Misc

Videos

Omega Rugal Reveal Trailer


The King of Fighters XV

OverviewStrategyDataCombosReplays

Navigation

The King of Fighters XV
System

      FAQControlsMovementOffenseDefenseMeters and GaugesPatch NotesMiscellaneous

Characters