Capcom vs SNK 2/God Rugal

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Introduction

CVS2 GodRugal Data.png
Vital Data
Health 9200
Stun 60
Stun Modifier +1 Second
Crouch Height 71 px
Wake-up Speed +0f
Throw Range Punch: 52px
Kick: 52px
Movement Data
Front Dash Distance X: 120 px
Y: 0 px
Backdash Distance X: 130 px
Y: 11.3 px
Run Speed 8.5 px
Roll Data
Recovery 6f
Distance 120 px
Duration 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.


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
Tier: ??
Pros Cons
  • 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.
  • 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.

Normal Moves

Far Normals

5LP

Far Jab
Far Light Punch
5LP / Far LP
CVS2 G.Rugal 5LP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lp.png 500 5 SP/SU Mid - 4 6 7 17 +5 +5 None

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.

5MP

Far Strong
Far Medium Punch
5MP / Far MP
CVS2 G.Rugal 5MP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mp.png 1100 11 SP/SU Mid - 4 2 25 31 -7 -7 None

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.


Changes

The startup is changed from 5f to 4f. You can actually use this button in links now but it is virtually useless.

5HP

Far Fierce
Far Heavy Punch
5HP / Far HP
CVS2 G.Rugal 5HP.png
Pointless Punch!
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hp.png 1100 11 None Mid - 10 6 30 46 -12 -12 None

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

5LK

Far Short
Far Light Kick
5LK / Far LK
CVS2 G.Rugal 5LK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lk.png 500 5 SP/SU Mid - 4 6 9 19 +2 +2 None

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.

5MK

Far Forward
Far Medium Kick
5MK / Far MK
CVS2 G.Rugal 5MK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mk.png 1100 11 SU Mid - 5 4 29 38 -11 -11 None

Placeholder

5HK

Far Roundhouse
Far Heavy Kick
5HK / Far HK
CVS2 G.Rugal 5HK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hk.png 1500 15 None Mid - 10 8 24 42 -8 -8 None

Not an overhead despite the animation. Don't bother with this.

Close Standing Normals

clHP

Close Fierce
Close Heavy Punch
cl.HP
CVS2 G.Rugal cLP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hp.png 1300 13 SP/SU Mid - 4 4 34 42 -14 -14 None

Placeholder

clLK

Close Short
Close Light Kick
cl.LK
CVS2 G.Rugal cLK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lk.png 600 6 SP/SU Mid - 4 4 9 17 +2 +2 None

Good for canceling into HK Genocide Cutter.

clMK

Close Forward
Close Medium Kick
cl.MK
CVS2 G.Rugal cMK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mk.png 1200 12 SP/SU Mid - 4 8 11 23 +3 +3 None

Same animation and startup frames as cl.LK, but more damage and pushback, and won't link from cr.LK.

clHK

Close Roundhouse
Close Heavy Kick
cl.HK
CVS2 G.Rugal cHK.png
Would be a great launcher in a tag fighter
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hk.png 1300, 1100 13, 11 SP(1)/SU(1,2) Mid - 4 7 26 37 -9 -9 None

Classic case of a great anti-air stuck on a close normal. Note the second hitbox will probably not hit grounded opponents.

Crouching Normals

2LP

Crouch Jab
Crouching Light Punch
2LP / cr.LP
CVS2 G.Rugal 2LP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Lp.png 400 4 SP/SU Mid - 4 4 6 14 +5 +5 None

Not a low.

2MP

Crouch Strong
Crouching Medium Punch
2MP / cr.MP
CVS2 G.Rugal 2MP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Mp.png 1000 10 SP/SU Mid - 4 4 25 33 -9 -9 None

Not a low.

2HP

Crouch Fierce
Crouching Heavy Punch
2HP / cr.HP
CVS2 G.Rugal 2HP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Hp.png 400+1200 4+12 None Mid - 10 2+4 35 51 -15 -15 None

Not a low. Might work as an anti-air though.

2LK

Crouch Short
Crouching Light Kick
2LK / cr.LK
CVS2 G.Rugal 2LK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Lk.png 300 3 RF/SP/SU Low Low 3 4 9 16 +2 +2 None

A classic disjointed cr.LK. Doesn't link into anything besides other LKs but for special and super cancels that's all you need. Super cancelability is listed as — in the CvS2 Bible but it seems to work.

2MK

Crouch Forward
Crouching Medium Kick
2MK / cr.MK
CVS2 G.Rugal 2MK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Mk.png 1000 10 SP/SU Low Low 4 8 16 28 -2 -2 None

Placeholder

2HK

Crouch Roundhouse
Crouching Heavy Kick
2HK / cr.HK
CVS2 G.Rugal 2HK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Hk.png 1500,1300 15,13 SP(1)/SU(1) Low Low 4 4 29 37 -DWN -9 None

Slightly disjointed sweep. CvS2 Bible lists a second hitbox but I can't find it so you can ignore the second numbers.

Jumping Normals

j.LP

Jump Jab
Jumping Light Punch
j.LP
CVS2 G.Rugal jLP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Lp.png 600 6 SP High High 4 22 0 26 Varies Varies None

Cancels into Dark Smash, which isn't useful but looks cool.

j.MP

Jump Strong
Jumping Medium Punch
j.MP
CVS2 G.Rugal jMP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Mp.png 1100 11 None High High 5 8 0 13 Varies Varies None

Sick air-to-air.

j.HP

Jump Fierce
Jumping Heavy Punch
j.HP
CVS2 G.Rugal jHP.png
Me when I GET you
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Hp.png 1400 14 None High High 5 6 0 11 Varies Varies None

This move is no joke. Use it.

j.LK

Jump Short
Jumping Light Kick
j.LK
CVS2 G.Rugal jLK.png
Knee of Justice. I mean, Evil.
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Lk.png 600 6 SP High High 4 22 0 26 Varies Varies None

Cancels into Dark Smash, which isn't useful but looks cool. It's pretty disjointed which is nice.

j.MK

Jump Forward
Jumping Medium Kick
j.MK
CVS2 G.Rugal jMK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Mk.png 1000 10 None High High 8 7 0 15 Varies Varies None

Super easy mode cross-ups. Also probably a decent jump-in in general. The hitbox on this thing is criminal.

j.HK

Jump Roundhouse
Jumping Heavy Kick
j.HK
CVS2 G.Rugal jHK.png
FOOT DIVE!
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Hk.png 1500 15 None High High 10 12 0 22 Varies Varies None

It should be obvious from the animation alone that it's made to be a jump-in. Still not as cheap as KoF 98 Chris' j.CD though since it has a large feet hurtbox.

Throws

Scorpion Death Lock

Scorpion Death Lock
Punch Throw
Near Opponent, 4/6HP
CVS2 G.Rugal punchthrow.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close B.png/F.png+Hp.png 2000 0 None Grab Grab 3 1 13 17 -DWN Grab None

Placeholder

Scorpion Death Throw

Scorpion Death Throw
Kick Throw
Near Opponent, 4/6HK
CVS2 G.Rugal kickthrow.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close B.png/F.png+Hk.png 2100 0 None Grab Grab 5 1 13 19 -DWN Grab None

Placeholder

Special Moves

Reppuken

Reppuken
Fireball
236P
CVS2 G.Rugal 236P.png
I make eggs with my Reppuken they taste real good yanno?
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcf.png + Lp.png 800 8 None Mid Mid 15 Traveling 40 55 -4 -4 None
Qcf.png + Mp.png 900 9 None Mid Mid 15 Traveling 40 55 -5 -5 None
Qcf.png + Hp.png 1000 10 None Mid Mid 15 Traveling 40 55 -5 -5 None

From the CvS2 Bible (translated): "He swings up his arm, releasing a shockwave that trails along the ground. It works exactly the same as Rugal's, mainly used to keep opponents in check. As for the difference between light, medium, and heavy, the speed at which they come out isn't changed; the difference in performance is only in power and travel speed."

Kaiser Wave

Kaiser Wave
Chargeable Fireball
641236P
CVS2 G.Rugal 641236P.png
Here it comes
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
F.pngHcf.png + P.png
LVL 1
1300,1100 13,11 None Mid Mid 25 Traveling 55 Varies -DWN -26 None
F.pngHcf.png + P.png
LVL 2
900x2, 700x2 9x2, 7x2 None Mid High 28~52 Traveling 55 Varies -DWN -27 None
F.pngHcf.png + P.png
LVL 3
1000x3, 600x2+800 10x3, 6x2+8 None Mid High 52~77 Traveling 55 Varies -DWN -24 None

From the CvS2 Bible (translated): "[Ult. Rugal] fires an enormous ki blast out in front of him. Similar to Rugal, if you keep holding the button, he enters a “charging up” stance and you can strengthen its effect by up to 2 levels, and compared to Rugal, the time you need to hold the button is shorter, so it’s easier to use." The blast deals more damage when fired at close range.

Genocide Cutter

Genocide Cutter
DP
623K
CVS2 G.Rugal 623K.png
Also known as "Hmph!" in the English releases
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Dp.png + Lk.png
Airborne frames 12-38
1100+400x2 11+4x2 None Mid Mid 6 4+4+2 31 47 -DWN -22 6 (Full), 5 (Lower)
Dp.png + Mk.png
Airborne frames 10-47
1200+400x2 12+4x2 None Mid Mid 5 3+4+2 41 55 -DWN -32 5 (Full), 4 (Lower)
+ Hk.png
Airborne frames 8-73
1000+(400x2)+300 10+(4x2)+3 None Mid Mid 4 2+4+(23+)2+4 41 80 -DWN -59 6 (Full), 1 (Lower)

From the CvS2 Bible (translated): "Forming circles with his legs, he cuts the opponent to pieces. It's different from Rugal’s, becoming a multi-hit attack, with light and medium hitting 3 times, and heavy hitting 4 times, and also, regardless of button strength, he has a full-body invincibility period when the move comes out. For the light and medium versions, the invincibility period is cut off before the attack hits, but on the heavy version the invincibility state continues [into the active frames], so you can use it as an anti-air or to interrupt attacks."

God Press

God Press
Hitgrab
63214P
CVS2 G.Rugal 63214P.png
Grab
CVS2 G.Rugal 63214P 2.png
Hit
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Hcb.png + Lp.png 300+2000 3+20 None Mid High 13 30* 25 68 -DWN -23 None
Hcb.png + Mp.png 300+2100 3+21 None Mid High 13 45* 25 83 -DWN -23 None
Hcb.png + Hp.png 300+2200 3+22 None Mid High 13 60* 25 98 -DWN -23 None

Placeholder

Dark Barrier

Dark Barrier
Reflector
41236K
CVS2 G.Rugal 41236K.png
HA HA HA
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Hcf.png + Lk.png 1100,1000 11,10 None Mid High 19 Projectile 63 82 -DWN 0 None
Hcf.png + Mk.png 1100,1000 11,10 None Mid High 19 Projectile 93 112 -DWN 0 None
Hcf.png + Hk.png 1100,1000 11,10 None Mid High 19 Projectile 108 127 -DWN 0 None

Treated as a projectile by the CvS2B, so active frame numbers are wonky. Note that the button strength only determines how long the move lasts.

Dark Smash

Dark Smash
Divekick
j.236P
CVS2 G.Rugal j236P.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
In Air, Qcf.png + Lp.png 1300, 1200 13, 12 None Mid High 24 Until landing 7 Varies -DWN +16 None
In Air, Qcf.png + Mp.png 1400,1300 14,13 None Mid High 32 Until landing 7 Varies -DWN +16 None
In Air, Qcf.png + Hp.png 1500, 1400 15, 14 None Mid High 38 Until landing 7 Varies -DWN +16 None

A very slow divekick.

Rugal Execution

Rugal Execution
Command Grab
63214K
CVS2 G.Rugal 63214K.png
Grab
CVS2 G.Rugal 63214K 2.png
Hit
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Hcb.png + Lk.png 2000 0 None Grab Grab 20 9 39 68 -DWN Grab None
Hcb.png + Mk.png 2000 0 None Grab Grab 22 29 39 90 -DWN Grab None
Hcb.png + Hk.png 2000 0 None Grab Grab 24 29 39 92 -DWN Grab None

Placeholder

God Lane

God Lane
Teleport
623/421 PPP/KKK
CVS2 G.Rugal teleport.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Dp.png/Rdp.png + 3p.png None None None None None 20 1~46 1 Varies None None 66 (Full)
Dp.png/Rdp.png + 3k.png None None None None None 20 1~46 1 Varies None None 66 (Full)

Akuma's teleport but on Rugal. Despite the CvS2 Bible and in-game command list (in CFC2) writing that the input requires 3 punch or 3 kick buttons, the game will actually accept any 2 punch or 2 kick buttons.

Super Moves

Gigantic Pressure

Gigantic Pressure
Hitgrab Super
2363214P
CVS2 G.Rugal 2463214P.png
Grab
CVS2 G.Rugal 2463214P 2.png
Hit
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcf.pngHcb.png + Lp.png 3200 0 None Mid High 5 (detection), 5 (attack) 30 25 65 -DWN -23 9 (Full)
Qcf.pngHcb.png + Mp.png 4600 0 SP/SU Mid High 5 (detection), 5 (attack) 45 25 80 -DWN -23 15 (Full)
Qcf.pngHcb.png + Hp.png 6800 0 None Mid High 5 (detection), 5 (attack) 60 25 95 -DWN -23 23 (Full)

Free corner!

Genocide Heaven

Genocide Heaven
Uppercut Super
23623K
CVS2 G.Rugal 23623K.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcf.pngD.pngDf.png + Lk.png
Airborne frames 51-99
2600 0 None Mid High (1st part), Mid (2nd part) 5+4 8+(10+)4+(16+)6 51 104 -DWN -31 9 (Full)
Qcf.pngD.pngDf.png + Mk.png
Airborne frames 49-97
3000 0 SP/SU Mid High (1st part), Mid (2nd part) 5 4+2+(12+)2+2+(18+)2+6 49 102 -DWN -40 15 (Full)
Qcf.pngD.pngDf.png + Hk.png
Airborne frames 49-114
5800 0 None Mid High (1st part), Mid (2nd part) 5 4+2+(12+)2+2+(18+)2+6+(21+)10 35 119 -DWN -70 23 (Full)

Souped-up Genocide Cutter.

G. End

G. End
Hitgrab Level 3
6321463214P
CVS2 Rugal 6321463214P.png
Whiff
CVS2 Rugal 6321463214P 2.png
Hit
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Hcb.pngHcb.png + P.png 6500 0 None Mid N\A 4+4 6 30 45? -DWN -6 22 (Full)

(Frame data likely interpreted incorrectly somehow, as the move's animation lasts much longer than 45 frames.)

Last Judgement

Last Judgement
Darkness Illusion\Raging Demon
LP LP 6 LK HP
CVS2 G.Rugal demon.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Lp.png Lp.png F.png Lk.png Hp.png 7000 0 None Grab Grab 4+5 43 9 61 -DWN Grab 22 (Full)

Literally just Raging Demon but cooler because it's on Rugal. If you want to know anything about this move just go to Akuma's page, it's pretty much the same.

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

Colors

Godrugal CvS2 colors.PNG

CvS2 Wiki Navigation

General
Controls
Notation
HUD
Glossary
System
Roll Cancel
Combo
CvS2 Versions
Netplay/ Training
FAQ
Grooves
Groove Overview
Groove Subsystems
C-Groove
A-Groove
P-Groove
S-Groove
N-Groove
K-Groove
Capcom Characters
Akuma (Gouki)
Balrog (Boxer)
Blanka
Cammy
Chun-Li
Dan
Dhalsim
Eagle
E.Honda
Guile
Ken
Kyosuke
Maki
M. Bison (Dictator)
Morrigan
Rolento
Ryu
Sagat
Sakura
Vega (Claw)
Yun
Zangief
SNK Characters
Athena
Benimaru
Chang
Geese
Haohmaru
Hibiki
Iori
Joe
Kim
King
Kyo
Mai
Nakoruru
Raiden
Rock
Rugal
Ryo
Terry
Todo
Vice
Yamazaki
Yuri
Boss Characters
Shin Akuma
Ultimate Rugal
Evil Ryu
Orochi Iori