(Added move data and some descriptions. Not done, as I plan to add more translated move descriptions in the future.) |
JtheSaltyy (talk | contribs) No edit summary |
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= Introduction = | = Introduction = | ||
{{CvS2 Character Subnav|char=GodRugal|short=GodRugal}} | |||
<div> | |||
{| class="wikitable floatright" border=1 style="border-collapse: collapse; width: 250px" | |||
|- | |||
| colspan = 2 | [[File:CVS2 GodRugal Data.png|center|250px]] | |||
{| class="wikitable" border=1 style="border-collapse: collapse; width: 250px" | |||
|+ style="text-align:center;" | Vital Stats | |||
|- | |||
! style="width:150px;" | Health | |||
| style="width:150px; text-align:center;" | <span style="color: #cc0000">9200</span> | |||
|- | |||
! style="width:150px;" | Stun | |||
| style="width:150px; text-align:center;" | <span style="color: #ff3300">60</span> | |||
|- | |||
! style="width:150px;" | Stun Modifier | |||
| style="width:150px; text-align:center;" | <span style="color: #ff3300">+1 Second</span> | |||
|- | |||
! style="width:150px;" | Crouch Height | |||
| style="width:150px; text-align:center;" | <span style="color: #ff3300">71 px</span> | |||
|- | |||
! style="width:150px;" | Wake-up Speed | |||
| style="width:150px; text-align:center;" | <span style="color: #ffff00">+0f</span> | |||
|- | |||
! style="width:150px;" | Throw Range | |||
| style="width:150px; text-align:center;" | Punch: <span style="color: #ffff00">52px</span><br>Kick: <span style="color: #ffff00">52px</span> | |||
|- | |||
|} | |||
{| class="wikitable" border=1 style="border-collapse: collapse; width: 250px" | |||
|+ style="text-align:center;" | Movement Data | |||
|- | |||
! style="width:150px;" | Front Dash Distance | |||
| style="width:150px; text-align:center;" | X: 120 px<br>Y: 0 px | |||
|- | |||
! style="width:150px;" | Backdash Distance | |||
| style="width:150px; text-align:center;" | X: 130 px<br>Y: 11.3 px | |||
|- | |||
! style="width:150px;" | Run Speed | |||
| style="width:150px; text-align:center;" | <span style="color: #ffff00">8.5 px</span> | |||
|- | |||
|} | |||
{| class="wikitable" border=1 style="border-collapse: collapse; width: 250px" | |||
|+ style="text-align:center;" | Roll Data | |||
|- | |||
! style="width:150px;" | Recovery | |||
| style="width:150px; text-align:center;" | <span style="color: #ffff00">6f</span> | |||
|- | |||
! style="width:150px;" | Distance | |||
| style="width:150px; text-align:center;" | 120 px | |||
|- | |||
! style="width:150px;" | Duration | |||
| style="width:150px; text-align:center;" | 33f | |||
|- | |||
|} | |||
|} | |||
== Story == | |||
Prohibido jugar con Rugal | |||
'''God Rugal''' (Ultimate Rugal in USA) is an original CvS2 character. He is one of the two superbosses you can fight in arcade mode. After defeating Akuma at the Osaka rooftops after the tournament finals have concluded, he merges his powers with Akuma's. This gives Rugal new moves and more strength. He then burns down Osaka, and the winning team challenges him to a final battle. | |||
Upon defeat, the Dark Hado overtakes him, creating a new entity, and then leaves. | |||
== Gameplay == | |||
God Rugal has some new moves from Akuma, namely the teleport and Raging Demon. Additionally, he gets his Rugal Execution from his Omega moveset, and a brand new move called G.END. So how does he put it all together? Well, he is certainly a character. | |||
G.Rugal's teleport and command grab are in particular quite powerful. The command grab can be powerful with the right setups and cancels, and the teleport has no recovery, making it incredibly powerful for defense. He also gets a crazy fast dash, with a very low jump. He gets virtually no nerfs from normal Rugal aside from health and some buttons, so most of your favorite Rugal blockstrings and setups work fine, with the addition of your new toys like the command grab. | |||
The gameplan is largely the same, play footsies/defense and bully the opponent in the corner if you get them there. You just have different tools to enforce that gameplan now. The teleport allows you to play hyper defensive, and the command grab allows him to play hyper offense, so he is actually quite versatile. | |||
Is he better than normal Rugal? Yes. Despite the health being awful, the teleport alone makes him very annoying to deal with, in addition to the already existing strengths of normal Rugal. However, because he has more tools and less health, he is also much harder to use compared to normal Rugal, as you have to play with virtually no mistakes to survive the stronger characters. | |||
=== Groove Selection === | |||
'''Best - C:''' Rugal heavily relies on having super consistently for big damage, which immediately sets C-Rugal a bit above the rest. C-Groove's meter can be stored indefinitely, allowing Rugal to use his super only when the time is right without the worry of a timer like Rage or Max Mode. Airblock makes anti-airing him harder, which can force you to respect Dark Smash even more, and Alpha Counters give him an extremely needed defensive option. His roll isn't the best, but being able to RC specials is a massive benefit to make up for the slow startup of his various moves. C-Rugal is comfortably his best Groove. | |||
'''Useful - P/K/A/N:''' P-Rugal is behind C in terms of strength. It seems odd at first, but P-Rugal is a surprisingly powerful character. He has access to shorthops, and his good dash. He gains decent meterless reward from a parry, but even more scary is that one parry with meter can turn into a Gigantic Pressure confirm for massive damage. This is more or less the game plan of P-Rugal. Gain meter through parries in neutral and get the confirm for the damage. K-Rugal can be just as terrifying. Raged buttons do crazy damage and a level 3 confirm with the added rage buffs completely wreck checaracters with ease. He just can't control his meter, which can sometimes be an issue, and his JD game is worse than his parry game. A-Rugal is somewhat different, and might not seem like a strong character at first, but once Custom Combos are taken into account, you realize that Rugal has really good synergy with CCs. He can confirm into it from a large amount of moves and setups, his main ones being God Press, Dark Smash, and Dark Barrier. These are corner only, of course. His Custom also deals great damage. However, confirming into Gigantic Pressure deals the same damage if not more, so that somewhat hurts Rugal a bit. N-Rugal relies a lot on his offense more than his defense, as he can pop MAX Mode to confirm into Gigantic Pressure, and even juggle it into Genocide Heaven, although that usually is only done if it secures the kill. He has a shorthop and a run, as well he can RC his special moves. A very versatile Rugal, but not having a stored level 3 somewhat hurts, since P/C Rugal having a stored level 3 always poses the threat of a potential confirm at any point. With N-Groove, that time is limited. Still, he is a decent character. | |||
'''Worst - S:''' S-Rugal doesn't do as much as the other grooves. He does have defensive subsystems, and can somewhat control where he gets his meter from. When he has a level 3, his Gigantic Pressure confirm becomes downright terrifying. He can always juggle it into a Genocide Heaven and the combo will be a true 10K damage combo. His dodge attacks are okay at best however, so that limits how he shuts down the opponent defensively. The main draw with S-Rugal is landing his level 3 since he will always get 10k damage from it. However, S-Groove just does not give Rugal enough convenient firepower to make it work a lot of the time. | |||
{{StrengthsAndWeaknesses | |||
|intro= | |||
--------------------------- | |||
'''God Rugal''' is a more frail but more powerful version of Rugal. He retains most of Rugal's strengths (and then some) at the cost of health, with his teleport and command grab being especially deadly. God Rugal is best in '''C-Groove'''. | |||
'''Difficulty''': Hard<br>'''Tier''': ?? | |||
|pros= | |||
* '''Metered Damage''': Same as normal Rugal, short short super and God Press routes can waste a character easily. | |||
* '''Offense''': Not only does he keep Rugal's good strings, he also gets a command grab to punish blocking and that can combo into super or CC to make it hurt. | |||
* '''Anti-Airs''': Same as normal Rugal. 5MP, 5HK, 2MP, 2HP, cl.HK, j.HP, Genocide Cutter, and HP God Press. You have to know which one to use, however, as each anti-air has it's own specific range where it's useful and very few of them can actually cover a wide variety of ranges. | |||
* '''Defense''': Not only does G.Rugal have a true DP, but his teleport is extremely cheap in regards to running away from bad situations. | |||
|cons= | |||
* '''Health''': God Rugal's health is very low, so mistakes cannot be made as he dies very quickly to most super combos, a stark contrast from his normal version which is known for being tanky. | |||
* '''Meterless Damage''': Same as normal Rugal, without meter and without a good starter G.Rugal's combo options are poor. | |||
* '''Big''': Same as normal Rugal, but given the lower health, it is even more of a liability. | |||
}} | |||
'''BEFORE YOU READ''': Some normals are identical to normal Rugal's in terms of both frame data, damage and hitboxes. To prevent you from clicking back and forth between this page and Rugal's page, the descriptions will be copied over. Essentially, the info will all be here. | |||
Also, due to this character being banned in competitive play, there is not enough footage to come up with a "players to watch" section. | |||
<br><br> | |||
== Normal Moves == | == Normal Moves == | ||
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| advBlock = +5 | | advBlock = +5 | ||
| invul = None | | invul = None | ||
| description = | | description = A quick stab. | ||
* Has a lot of disjoint, can check things with a leading hitbox like Blanka Ball. | |||
* Mainly used as a quick button check, but does not pose too much reward on hit. | |||
* Has a slow 4-frame startup, and can be ducked by most characters. | |||
}} | }} | ||
}} | }} | ||
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| advBlock = -7 | | advBlock = -7 | ||
| invul = None | | invul = None | ||
| description = | | description = An upward swing. | ||
* One of Rugal's many anti-airs. Hits really high and close and has great priority. | |||
* Very fast startup, but lengthy recovery. Make sure it does not whiff. | |||
* Best used against jumps that land fairly close to Rugal at around a 60° angle. | |||
<br> | |||
'''Changes''' | |||
The startup is changed from 5f to 4f. You can actually use this button in links now but it is virtually useless. | |||
}} | }} | ||
}} | }} | ||
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| advBlock = -12 | | advBlock = -12 | ||
| invul = None | | invul = None | ||
| description = | | description =A big haymaker swing. | ||
* Though this normal has large range, it is not rewarding on hit due to the oddly low 1100 damage. | |||
* Usually used as a blockstring ender, since it deals good guard damage and somewhat safe when spaced. | |||
* -12 and a 30f recovery usually means that this move will get punished if not spaced or if it does not connect | |||
}} | }} | ||
}} | }} | ||
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| advBlock = +2 | | advBlock = +2 | ||
| invul = None | | invul = None | ||
| description = | | description = A quick downward toe tap. | ||
* Small disjoint, but useable. It works as a decent poke. | |||
* Fast, and plus. Can also be applied to pressure. | |||
* Range is small. | |||
}} | }} | ||
}} | }} |
Revision as of 04:31, 28 May 2025
Introduction
|
Story
Prohibido jugar con Rugal
God Rugal (Ultimate Rugal in USA) is an original CvS2 character. He is one of the two superbosses you can fight in arcade mode. After defeating Akuma at the Osaka rooftops after the tournament finals have concluded, he merges his powers with Akuma's. This gives Rugal new moves and more strength. He then burns down Osaka, and the winning team challenges him to a final battle.
Upon defeat, the Dark Hado overtakes him, creating a new entity, and then leaves.
Gameplay
God Rugal has some new moves from Akuma, namely the teleport and Raging Demon. Additionally, he gets his Rugal Execution from his Omega moveset, and a brand new move called G.END. So how does he put it all together? Well, he is certainly a character.
G.Rugal's teleport and command grab are in particular quite powerful. The command grab can be powerful with the right setups and cancels, and the teleport has no recovery, making it incredibly powerful for defense. He also gets a crazy fast dash, with a very low jump. He gets virtually no nerfs from normal Rugal aside from health and some buttons, so most of your favorite Rugal blockstrings and setups work fine, with the addition of your new toys like the command grab.
The gameplan is largely the same, play footsies/defense and bully the opponent in the corner if you get them there. You just have different tools to enforce that gameplan now. The teleport allows you to play hyper defensive, and the command grab allows him to play hyper offense, so he is actually quite versatile.
Is he better than normal Rugal? Yes. Despite the health being awful, the teleport alone makes him very annoying to deal with, in addition to the already existing strengths of normal Rugal. However, because he has more tools and less health, he is also much harder to use compared to normal Rugal, as you have to play with virtually no mistakes to survive the stronger characters.
Groove Selection
Best - C: Rugal heavily relies on having super consistently for big damage, which immediately sets C-Rugal a bit above the rest. C-Groove's meter can be stored indefinitely, allowing Rugal to use his super only when the time is right without the worry of a timer like Rage or Max Mode. Airblock makes anti-airing him harder, which can force you to respect Dark Smash even more, and Alpha Counters give him an extremely needed defensive option. His roll isn't the best, but being able to RC specials is a massive benefit to make up for the slow startup of his various moves. C-Rugal is comfortably his best Groove.
Useful - P/K/A/N: P-Rugal is behind C in terms of strength. It seems odd at first, but P-Rugal is a surprisingly powerful character. He has access to shorthops, and his good dash. He gains decent meterless reward from a parry, but even more scary is that one parry with meter can turn into a Gigantic Pressure confirm for massive damage. This is more or less the game plan of P-Rugal. Gain meter through parries in neutral and get the confirm for the damage. K-Rugal can be just as terrifying. Raged buttons do crazy damage and a level 3 confirm with the added rage buffs completely wreck checaracters with ease. He just can't control his meter, which can sometimes be an issue, and his JD game is worse than his parry game. A-Rugal is somewhat different, and might not seem like a strong character at first, but once Custom Combos are taken into account, you realize that Rugal has really good synergy with CCs. He can confirm into it from a large amount of moves and setups, his main ones being God Press, Dark Smash, and Dark Barrier. These are corner only, of course. His Custom also deals great damage. However, confirming into Gigantic Pressure deals the same damage if not more, so that somewhat hurts Rugal a bit. N-Rugal relies a lot on his offense more than his defense, as he can pop MAX Mode to confirm into Gigantic Pressure, and even juggle it into Genocide Heaven, although that usually is only done if it secures the kill. He has a shorthop and a run, as well he can RC his special moves. A very versatile Rugal, but not having a stored level 3 somewhat hurts, since P/C Rugal having a stored level 3 always poses the threat of a potential confirm at any point. With N-Groove, that time is limited. Still, he is a decent character.
Worst - S: S-Rugal doesn't do as much as the other grooves. He does have defensive subsystems, and can somewhat control where he gets his meter from. When he has a level 3, his Gigantic Pressure confirm becomes downright terrifying. He can always juggle it into a Genocide Heaven and the combo will be a true 10K damage combo. His dodge attacks are okay at best however, so that limits how he shuts down the opponent defensively. The main draw with S-Rugal is landing his level 3 since he will always get 10k damage from it. However, S-Groove just does not give Rugal enough convenient firepower to make it work a lot of the time.
God Rugal is a more frail but more powerful version of Rugal. He retains most of Rugal's strengths (and then some) at the cost of health, with his teleport and command grab being especially deadly. God Rugal is best in C-Groove. Difficulty: HardTier: ?? |
|
Pros | Cons |
|
|
BEFORE YOU READ: Some normals are identical to normal Rugal's in terms of both frame data, damage and hitboxes. To prevent you from clicking back and forth between this page and Rugal's page, the descriptions will be copied over. Essentially, the info will all be here.
Also, due to this character being banned in competitive play, there is not enough footage to come up with a "players to watch" section.
Normal Moves
Far Normals
5LP
5MP
5HP
5LK
5MK
5HK
Close Standing Normals
clHP
clLK
clMK
clHK
Crouching Normals
2LP
2MP
2HP
2LK
2MK
2HK
Jumping Normals
j.LP
j.MP
j.HP
j.LK
j.MK
j.HK
Throws
Scorpion Death Lock
Scorpion Death Throw
Special Moves
Reppuken
Kaiser Wave
Genocide Cutter
God Press
Dark Barrier
Dark Smash
Rugal Execution
God Lane
Super Moves
Gigantic Pressure
Genocide Heaven
G. End
Last Judgement
Combos
- Corner
Hcb+hk, Lvl 2 Genocide Heaven, air qcf+hp (juggle), lvl 1 Genocide Heaven
- Midscreen
Hcb+hk, dash, Lvl 2 Genocide Heaven (2 hits), HP God Press
c.lk, c.lk xx HK Genocide Cutter