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"/> | ||
{{TOClimit|3}} | {{TOClimit|3}} | ||
==Movelist== | ==Movelist== | ||
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Gigantic Pressure - [[image:qcf.gif]][[image:df.gif]][[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (!) | Gigantic Pressure - [[image:qcf.gif]][[image:df.gif]][[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (!) | ||
Desperate Ray - [[image:qcf.gif]][[image:qcf.gif]] + [[image:b.gif]] / [[image: | Desperate Ray - [[image:qcf.gif]][[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (!) | ||
'''Climax Super Special Moves''' | '''Climax Super Special Moves''' | ||
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 zoning, and the midrange poking game. He has great normals like f.A, f.C, 2B, 2D, an incredible jump CD, and a fantastic Shatterstrike with powerful follow-ups, as well as multiple projectiles that cover multiple approach options, and a fullscreen super to keep opponents out, as well as effective specials that re-establish distance when the opponent gets too close. 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, the aforementioned 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 his unusual gameplay. While Rugal's options are all pretty solid, they tend to be quite slow and committal, or very atypical. This makes him susceptible to being counterpoked, 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. This requires Rugal to switch between two completely different styles of play (zonig/keep-away and offensive pressure), rather than seamlessly transitioning between them. You'll need to properly gauge the moment to stop keeping your opponent out and start trying to get in based on the situation, your opponent's playstyle, and the character matchup. | |||
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 properly utilize his tools. | |||
{{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 | * '''Strong Neutral''': Rugal has several great pokes that help him control space from afar, including a massive, special cancelable far C. His Violent Ray projectile is also incredibly oppressive and can force opponents to engage him at very linear angles. Couple this all with a gigantic DP and the best reflector in the game, and you get a character who has an advantage in neutral against most characters, period. | ||
* ''' | * '''Great Pressure''': Several strong jump-ins, good low pokes, good blockstrings, a fast sweep, and one of the hardest to deal with pressure CDs in the game, Omega Rugal can keep an opponent locked down, stop them from escaping, and reset pressure with great efficiency. | ||
* '''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. This combined with an incredibly effective Shatterstrike that yields uniquely powerful follow-up combos and his Dark Barrier that "reflects" opponents away from him just as effectively as it reflects projectiles give Rugal the tools to turn the tide of a match in an instant, and making attempting to approach him all the more nerve-wracking. | ||
* '''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 Gain/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. This also results in Rugal having access to his powerful EX combos fairly early into a match even as a point character. A simple meterless combo into D Genocide Cutter will result in a hefty amount of meter build, while a basic 0.5 bar combo will only result in 1/8 of your meter being spent by the end of it, easily refilled by landing a single special. | |||
* '''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= | ||
* '''Combo | * '''Combo Complexity''': Rugal simply cannot rely on staple combo routes other characters fall back on, for a variety of reasons. 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, making low confirms require more spacing knowledge than most other characters. This causes Rugal to rely simply on 2A as a light combo starter for consistency, losing out on a low confirm. His close C also has immense amounts of pushback, meaning you'll have to frequently cancel the first hit (leading to less damage), or keep track of what situations or jump-ins allow you to combo into 6B, and which ones you should omit 6B. Rugal rarely has the luxury of autopiloting the standard KOF combo starters. | ||
* '''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 and Immobile''''': 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, and it's very hard for him to chase opponents as well. | ||
* '''Bad Midscreen Pressure''': Rugal's slowness and lack of long range light conversions means he can't get much off midscreen neutral wins, and seldom can do any good pressure until he gets his opponent all the way to the corner. This is horrible. | |||
* '''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. | ||
}} | }} | ||
==Normals== | ==Normals== | ||
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|input=cl.C | |input=cl.C | ||
|description=* Combo/blockstring filler. | |description=* Combo/blockstring filler. | ||
Due to high pushback, you | Due to high pushback, if comboing in from a jump-in you either want to cancel the first hit, or omit the 6B follow-up. | ||
}} | }} | ||
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|name=neutral jump B | |name=neutral jump B | ||
|input=nj.B | |input=nj.B | ||
|description2=* | |description2=* Effective air-to-air poke. While j.C is better for this, nj.B comes out a little faster, good for when you're under pressure. | ||
}} | }} | ||
====Jump C==== | ====Jump C==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|description2= | |description2= | ||
* Doesn't hit super deep but can hit crouchers when timed well. | * 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 | Would be the best air-to-air if Clark's j.D didn't exist. Wonderfully active with insane priority and range. It overshadows all of your other options when trying to air-to-air and for air approaches. | ||
}} | }} | ||
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|input=j.CD | |input=j.CD | ||
|description2=* Steep j.CD. | |description2=* Steep j.CD. | ||
Poor as an air-to-air but fantastic for air-to-ground pressure. Pretty much anything at Rugal's feet loses to this move. | |||
}} | }} | ||
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* Safe on block. | * Safe on block. | ||
* Recovery is significantly shorter if it manages to reflect a projectile. | * Recovery is significantly shorter if it manages to reflect a projectile. | ||
* Reflected projectiles get sent back at a much higher speed. | |||
* Both normal version combo from lights. B version in particular combos even at max range where all Genocide Cutters (623K) would miss. | * 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. | ** 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. | * 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 quite annoying 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. Will catch jumps after a stand CD, and catches hops otherwise, making it fantastic for enforcing fireball pressure. It also provides excellent corner carry due to the distance Rugal travels, the distance the opponent is thrown on hit, and the fact that the C version is a hard knockdown, allowing Rugal plenty of time to continue the pressure. Will also catch airborne opponents after a counter hit CD. | ||
}} | }} | ||
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* 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. | * 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. | * EX version can be hit-confirmed into laser from any range. Use this to win fireball wars with style. | ||
Typical zoning tool but has | Typical zoning tool but has quite a bit less recovery and more hitstun than your average ground-based fireball, making it a great asset in corner combos and pressure in general. | ||
}} | }} | ||
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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. The hitbox on this makes it great for forcing opponents to approach far more linearly, which allows you to beat them at the game you want to play. Especially abusable against characters that cannot run under it, since they're also going to have a hard time jumping over it. | ||
* 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. | ||
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* Cannot be used if another Violent Ray or a Reppuu Ken (236P) is on screen. | * Cannot be used if another Violent Ray or a Reppuu Ken (236P) is on screen. | ||
* Characters that cannot run under Violent Ray: | * Characters that cannot run under Violent Ray: | ||
:Antonov, Athena, Benimaru, Clark, Kula, Kyo, Maxima, Meitenkun, Ralf, Ramon, Robert, Ryo, Shermie, Vanessa | :Antonov, Athena, Benimaru, Clark, Kula, Kyo, Maxima, Meitenkun, Ralf, Ramon, Robert, Ryo, Shermie, Shingo, Vanessa | ||
}} | }} | ||
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* Guarantees corner carry. | * Guarantees corner carry. | ||
* MAX version has full body invulverability. | * MAX version has full body invulverability. | ||
Strong combo super that results in full corner carry. Optimal ender for 1.5 bar combos, giving you both damage and positional advantage. MAX version has invincibility, but Rugal has better reversal options for less meter. | |||
}} | }} | ||
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|input=2141236CD | |input=2141236CD | ||
|description= | |description= | ||
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). | 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== | ==Misc== | ||
The depiction of Rugal's Genocide Cutter in ''KOF XV'' actually references every version of the attack in each of his appearances: | |||
* Light Genocide Cutter (623B) is the original version from ''KOF 94'', where Rugal does a single swipe while rising straight up. | |||
* Heavy Genocide Cutter (623D) is Omega Rugal's version from ''KOF 98'', which includes the second hit. | |||
* EX Genocide Cutter (623BD) is the version Omega Rugal uses in ''KOF 2002'', adding the third hit. | |||
==Videos== | ==Videos== |
Revision as of 01:21, 20 March 2023
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 zoning, and the midrange poking game. He has great normals like f.A, f.C, 2B, 2D, an incredible jump CD, and a fantastic Shatterstrike with powerful follow-ups, as well as multiple projectiles that cover multiple approach options, and a fullscreen super to keep opponents out, as well as effective specials that re-establish distance when the opponent gets too close. 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, the aforementioned 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 his unusual gameplay. While Rugal's options are all pretty solid, they tend to be quite slow and committal, or very atypical. This makes him susceptible to being counterpoked, 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. This requires Rugal to switch between two completely different styles of play (zonig/keep-away and offensive pressure), rather than seamlessly transitioning between them. You'll need to properly gauge the moment to stop keeping your opponent out and start trying to get in based on the situation, your opponent's playstyle, and the character matchup.
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 properly utilize his tools.
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
The depiction of Rugal's Genocide Cutter in KOF XV actually references every version of the attack in each of his appearances:
- Light Genocide Cutter (623B) is the original version from KOF 94, where Rugal does a single swipe while rising straight up.
- Heavy Genocide Cutter (623D) is Omega Rugal's version from KOF 98, which includes the second hit.
- EX Genocide Cutter (623BD) is the version Omega Rugal uses in KOF 2002, adding the third hit.
Videos