Difference between revisions of "XV Broken/Omega Rugal"
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[[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"/> | ||
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==Movelist== | ==Movelist== | ||
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==Gameplay Overview== | ==Gameplay Overview== | ||
One of the most legendary fighting game bosses of all time finally makes his return! Omega Rugal is a solid midrange defensive character with a suite of strong normals and specials. Rugal excels at the midrange poking game, 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. | ||
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* '''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. | ||
* '''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= | ||
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* '''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''': | *'''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== | ==Normals== | ||
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* 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. | |||
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. | ||
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* 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. | 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. | ||
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* 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, | 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. | ||
}} | }} | ||
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|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
Movelist
(*) = EX OK
(!) = MAX OK
(Midair Only) = Can only be done in the air.
(Air OK) = Can be done both on the ground and in the air.
Throws
Command Normals
Special Moves
Super Special Moves
Climax Super Special Moves
0 Meter |
Anywhere |
((2B > 2A)/(cl.C) > 4/6B > 623D = 213/240 dmg |
1 Meter |
Anywhere |
((2B > 2A)/(cl.C) > 4/6B > 236BD, 214AC, cl.D > 623D = 374/409 dmg |
2 Meters |
Anywhere |
((2B > 2A)/(cl.C) > 4/6B > 236BD, 214AC, cl.D > 236C > 2363214A/C = 445/485 dmg |
Gameplay Overview
One of the most legendary fighting game bosses of all time finally makes his return! Omega Rugal is a solid midrange defensive character with a suite of strong normals and specials. Rugal excels at 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 |
|
|
Normals
Far Standing Normals
far A
far A
f.A
f.A |
---|
far B
far B
f.B
f.B |
---|
far C
far C
f.C
f.C |
---|
far D
far D
f.D
f.D |
---|
Close Standing Normals
close A
close A
cl.A
cl.A |
---|
close B
close B
cl.B
cl.B |
---|
close C
close C
cl.C
cl.C |
---|
close D
close D
cl.D
cl.D |
---|
Crouch Normals
crouch A
crouch A
2A
2A |
---|
crouch B
crouch B
2B
2B |
---|
crouch C
crouch C
2C
2C |
---|
crouch D
crouch D
2D
2D |
---|
Jump Normals
Jump A
jump A
j.A
j.A |
---|
Jump B
jump B
j.B
j.B |
---|
Neutral Jump B
neutral jump B
nj.B
nj.B |
---|
Jump C
jump C
j.C
j.C |
---|
Jump D
jump D
j.D
j.D |
---|
Rush
rush
cl.AA/cl.AAX
cl.AA/cl.AAX |
---|
Blowback
Blowback
Blowback
CD
CD |
---|
Shatter Strike
Shatter Strike
236CD
236CD |
---|
jump CD
jump CD
j.CD
j.CD |
---|
Throws
Scorpion Deathlock
Scorpion Deathlock
(close) 4/6C
(close) 4/6C |
---|
Scorpion Deathblow
Scorpion Deathblow
(close) 4/6D
(close) 4/6D |
---|
Command Moves
Double Tomahawk
Double Tomahawk
4/6B
4/6B |
---|
Special Moves
Dark Barrier
Dark Barrier
236B/D/BD
236B/D/BD |
---|
Genocide Cutter
Genocide Cutter
623B/D/BD
623B/D/BD |
---|
Vanishing Rush
Vanishing Rush
214A/C/AC
214A/C/AC |
---|
Reppuu Ken
Reppuu Ken
236A/C/AC
236A/C/AC |
---|
Violent Ray
Violent Ray
214B/D/BD
214B/D/BD |
---|
Super Special Moves
Gigantic Pressure
Gigantic Pressure
2363214A/C/AC
2363214A/C/AC |
---|
Desperate Ray
Desperate Ray
236236B/D/BD
236236B/D/BD |
---|
Climax Super Special Moves
Dread Fatal Wave
Dread Fatal Wave
2141236CD
2141236CD |
---|
Misc
Videos