The Madmans' Cafe Presents- ======================================================== THE PERFECT PLAYER'S GUIDE TO RUGAL in KOF98 VER 1.80 ======================================================== VERSION 1.00 was Crap. Do not read it, it will rot your eyes. --------------------------------------------- FOR THE LATEST FAQ AND A GENERAL FAQ OF KOF98 COME TO The Madman's Cafe -We Serve Game News Fresh Off The Grill- http://www.deathsdoor.com/mmcafe --------------------------------------------- [History] ----------- 8/04/98 Ver 1.00 Created 8/06/98 Ver 1.50 Created, heavily revised 8/07/98 Ver 1.75 Created, extras added, format copied from Greg Kasavin's Yashiro 97' FAQ 8/09/98 Ver 1.80 Created, error with file format (binary, not Ascii) fixed and some revisions Special thanks to- OmegaMad, erratew check, extra info & asked me questions which I would have never even thought. Andrew Seyoon Park, mailed me with a bunch of questions & nice infos and a combo. Greg Kasavin, since ver 1.75 adopted a lot of his FAQ style which is excellent. Gunsmith, for being a reference on words and telling me that Ver 1.00 Sucked. ______________________________________________________________ [Legal Disclaimer] All rights to the game King Of Fighters 98 belong to SNK Co. This Guidebook is free for non-commercial use only. Duplication, use of extracted portions of this document or partial copying is strictly prohibited. If for any case there is a need for quotation, please contact the author, Henry A. Moriarty at his e-mail address. This document may not be used commercially for profit under any circumstance. Please keep in mind that unauthorized duplication or modification without specific consent is illegal under copyright law. King of Fighters '98 Copyright SNK Co., 1998 "The Perfect Player's Guide To Rugal in King of Fighters 98" Copyright The Madman's Cafe, 1998 "The Perfect Player's Guide" Series Copyright Henry Moriarty 1998 ______________________________________________________________ Questions or Comments? Write to "Howlin' Mad" Henry Moriarty at madmanscafe@Deathsdoor.com =================================================== Introduction =================================================== This guidebook is presented for players who are planning to use Rugal Bernstein, Regardless if the player has ever used the character or not. Keep in mind however, that if you play just as the guidebook suggests, you will be playing in just the sam e way as the author. A true player does not follow guidelines but use them merely as suggestions. Rugal is recommended for the following Types of players: -Players who want a challenge / want to play technical -Players who want to show that they are not scrubby -Players who are bored of characters from KOF97' -Players who just plain simply like Rugal -Players who prefer to play aggressively Rugal However, is not recommended for the following Types of Players: -Players who hate Rugal & Secretaries & People with Yellow teeth -Players who play to win more than to have fun -Players who prefer to play defensively -Entry Level players -Scrubby Players =================================================== Chapter 1- Character Info =================================================== Name: Rugal Bernstein Fighting Style: Original, accumulated from a variety of other martial arts Birthdate: 2/10 Height/Weight: 197Cm / 103Kg Bloodtype : Unknown Hobby: Ressurecting Favorite food: None in particular, also hates nothing Favorite Sport: None in particular, but can do anything Important things: An evil heart Most Hated thing: Justice, anyone who comes in his way Voice Actor: Rikou Arai (Same as Heidern) [Interview in KOF98] ---------------------------------- Q: What is your KOF98' Resolution? A: To destroy! Everything...!!! Q: Who do you want to fight most? A: Whoever. But there must be a bunch of people who are dieing to fight against me! Q: Who do you want to team up with? A: I wouldn't mind sending out invitations for Mature, Vice and Saishu. I wouldn't want to waste my old minions, after all! Q: What does KOF mean for you? A: You're going to make me say it? Revenge!!! Q: A word for your Fans please? A: Your rootings will turn into screams, and your excitement into fear. I just can't wait to see all your faces filled with doom!!! [Character Background] ------------------------------------------------------------------------------- ----------- Rugal first made his appearance in King Of Fighters 94'. Being the ultimate form of evil, Killing Heidern's family was nothing more than kicking a piece of Gravel for Rugal. As a merchant of death, Rugal sold arms in the Seas with his Aircraft Carrier B lackNoah, equipped with enough Nuclear Arms to wipe out a nice chunk of the earth. But when fighting opponents, Rugal used his bare fists to lead them to their death. He had three original moves (Godpress, Genocide Cutter, Dark Barrier) and two moves stolen from Fatal Fury (Reppuken, Kaiser Wave). When his opponents lost, he would bron ze them and leave them in his room as treasures, but Rugal finally met his match in KOF94, and used a detonator to sink his carrier together with himself and the victor as a last resort. But Rugal Resurrected as "Omega Rugal" in KOF95' with the powers of the Orochi which he had stolen during his youth in sacrifice for his right eye. Yet his body could not withstand its powers and he had perished, leaving only the words: "I'll be back, you Jerks!" In KOF98', Rugal finally comes back to finish off his revenge... [Visual Info] ------------------------------------------------------------------------------- ------------- Colors- A Button- Red Pants B Button- Green Pants C Button- Blue Pants D Button- Black Pants Note: His shirt turns a bit into the same color as well. Also, the color of his pants corresponds to the hair color of the secretary with Rugal's Jacket in his D button Victory pose. -------------------- Normal Fight Demo Rugal comes out squatted down on teh ground like his Omega self in KOF95', and a red glow in the air floats into his fake red eye. Special Fight Demo (All lines have been translated from Japanese) Rugal VS Heidern A dialogue takes place. Heidern: "You were nothing but a shooting star, it was fate that you perished..." Rugal: "Ha ha ha.... guess again!" Rugal VS Saishu A Dialogue takes place. Saishu: "Do you really think that you can beat me?" Rugal: "Ha ha ha ha!!!" Rugal VS Chris (Remember that he's *the* Orochi) Rugal laughs, saying "Ha ha ha! I was waiting for this chance!" Rugal VS Mature Mature says a line to Rugal: "I'll enchant you!" Rugal VS Kim Kim faces back in the intro, saying "Evil cannot be forgiven!" -------------------- Taunt Rugal does a "Macho" pose empasizing the muscle on his arm while Laughing. It is the same as his pose after his Deadend Screamer goes in. Do it against chicken players who just will not come close, after doing a Gorpress, Etc. -------------------- Team Assistance Rugal does not help out anyone. -------------------- Timeout Loss Rugal looks up while bending both hands in the air. It uses recycled sprite from his VS Chris intro demo and Last Boss Rugal's Victory pose. -------------------- Victory Poses Victory poses can be chosen by pressing a button (A - D) right after defeating the opponent. A: Rugal crosses his arms and his eye shines. Suggestion: Do it when Rugal wins in a time out, since it makes him look as though he feels really lucky. B: Rugal smashes his hands together in front of his body, air puffes out from them. Suggestion: Do after shooting lots of projectiles, or when you are just bored with the other victory poses. C: Rugal has one of his hands on his hip (in his pocket?) while having the other hand down, covered with blood. He takes the bloody hand in front of his face and says "ha, weak!" in Japanese. Suggestion: Do it when you have slaughtered the opponent with your fists than your feet, D: Rugal does the same pose as in the C button, except he has no blood and two new secretaries comes to serve him, dropping down from the sky: one his holding a plate with a cocktail and the other with Rugal's Jacket. The hair color of his secretary holding the jacket corresponds to Rugal's pants color. Suggestion: Do it when the opponent KOs close to Rugal so that his secretaries will land on top of them. Do not do it near the edge of the screen since one of them will not be seen. =================================================== NORMAL MOVES =================================================== **Simplified Chart** O : Cancelable - : Not Cancelable N/A: Not Applicable 1/2: Only First hit is Cancelable --------------------------------------------- Button: Far Close Crouch A - O O B - O - C - 0 O D - 1/2 O CD O O N/A F + B 1/2 O N/A ---------------------------------------------- Details On Normal Moves Ratings: * <---Low High---> ***** --Close A-- USEFUL RATING: ** Short Jab, comes out fast. Can be comboed into Genocide cutter or Godpress if very close. --Close B-- USEFUL RATING: ** Short kick, comes out fast. Can be canceled into Genocide cutter or Godpress if very close. --Close C-- USEFUL RATING: ***** 2 hit punch. Both the first and second hit can be canceled into a command move. Very useful and damaging. --Close D-- USEFUL RATING: ** Double Kick. Come out about the same speed as the Close C, but only the first hit can be canceled. --Far A-- USEFUL RATING: * Short jab, not cancelable. Does not work as an anti air either. Not Useful at all. --Far B-- USEFUL RATING: ** Low kick with long reach, comes out fairly slow for a weak attack and returns at about the same speed. Can be used to hit opponent's foot sweeps. --Far C-- USEFUL RATING: * Leans forward for a punch with great range. Looks a bit like Godpress. Comes out slow, returns slow anear the same speed as well and can thus be countered. --Far D-- USEFUL RATING: **** Mid-range kick, has attack range upwards as well as horizontally, making it ok for an early anti-air. While it has less range than his far C, it also has a much faster rec overy time and is hard to couter as long as it is guarded. --Crouching A-- USEFUL RATING: ***** One of Rugal's main weapons. Short reach, but comes out fast and useful for putting pressure on opponent. Genocide Cutter (B) or double Axe Kick (Forward + B) can combo. It can also chain into itself or the crouching B. --Crouching B-- USEFUL RATING: ***** One of Rugal's main weapons. Cannot be canceled but has excellent reach. Very fast. It can be chained into the Crouching A, which can then be chained into Forward A and comboed then into the Godpress. --Crouching C-- USEFUL RATING: ** The reach is very bad considering it is a fierce move- about the same reach as the crouching A. It can be comboed into most command moves. --Crouching D-- USEFUL RATING: **** Comes out Slow, but has excellent reach and can be canceled. Do it every once in a while. --Jumping A-- USEFUL RATING: * Comes out fast but has very short reach. Not useful. --Jumping B-- USEFUL RATING: ** Comes out fast and has attack range downwards, but has short reach. Not useful. --Jumping C-- USEFUL RATING: *** Has short range compared to D but nevertheless useful. --Jumping D-- USEFUL RATING: ***** Has a very long range sideways and wins against most air combats. --Vertical Normal Jumping D-- USEFUL RATING: ** Hits twice. --Forward + B-- USEFUL RATING: ***** Double Axe Kick- Rugal's most important move. Comes out fast, leaves Rugal at no disadvantage if guarded unless done very close to opponent. The Double Axe has about the same reach as Rugals Crouching B (2 characters wid e), and can be chained from any weak attack as well. Only the first hit is comboable. The first hit can be canceled into a combo regardless of being used in a chain or individually. (Rugal's Godpress always goes in as a combo no matter how far the distance) The second hit cannot be guarded crouching down if done individually. It can al so fall the opponent to the ground if hit in air. However, if missed, rolled through or rolled out in a cancel AB, Rugal will be opened to attacks, so do not abuse it. --Ground CD Attack-- USEFUL RATING: ** A kick going upwards with very long reach. It may look like an anti-air and can work as one if done early, but nevertheless it is slow. --Aerial CD Attack-- USEFUL RATING: ***** About the only aerial attack that Rugal has which actually has attack range downwards. It can substitute for his jump D and work as his main air attack, but it cannot lead to a combo when hit. --Extra Mode Dodge Attack-- USEFUL RATING: ** A slow uppercut with short reach. Not useful. --Throw (C)-- USEFUL RATING: ** Rugal does his Scorpian Deathlock from KOF94' and 95, where he raises one hand to hold the opponent in the air, and the other ahnd to support that hand. Damage can br inc reased on this move if the C button is rapidly pushed, but this throw can also be interrupted by th e opponent's team assistance. --Throw (D)-- USEFUL RATING: *** Throws opponent to back, changing left and right positions of Rugal and the opponent. Unlike the C button throw, it does consistant damage. =================================================== Special Moves =================================================== COMMANDS: QCF- Quarter Circle Forward QCB- Quarter Circle Backward HCF- Half Circle Forward HCB- Half Circle Backward DP- Dragon Punch Motion (Forward, Down, Downforward) Simplified Info -------------------- Reppuken (QCF + A or C) **** Used for ticking damage, should be done with C most often. Kaiser Wave (F, HCF + A or c) ** Comes out slow, hits multiple times. A goes slow C goes fast. Power up by holding. Genocide Cutter ( DP + B or D) ***** B gives good tick damage, hard to counter. D is anti-air, huge opening when guarded. Dark Barrier (QCF + A or C) *** Reflects projectiles, always do with B since D has great lage when guarded. Godpress (HCB + A or C) ***** Comes out fast, presses opponent to edge of stage. Huge lag when guarded. DM- Deadend Screamer (QCF x 2 + B or D) ** Jumpkicks opponent and twists them away on a hit. Unguardable on ground, does no hit in air. Detection is a throw. DM- Gigatec Pressure (QCF, HCB + A or C) ***** Hyper version of Godpress. ------------------- REPPUKEN USEFUL RATING: **** (QCF + A or C) A projectile move which hovers the ground, stolen from Geese Howard of Fatal Fury. Comes out slow, has some recovery lag after it is shot. * Difference Between A and C- Speed. +++The Good+++ It almost has as much of a vertical hit detection as Terry's 97' Power Wave, so opponents can get hit if they try to jump in from close-by. The fierce Reppuken moves very fast. +++The Bad+++ If the opponent guards it in face-to-face range, they can attack before Rugal's Recovery. If shot from mid-range, the opponent can jump in and combo AFTER they see Rugal executing it. Unlike in KOF95', it cannot be shot while a Kaiser Wave is on the screen. ____________________________________ KAISER WAVE USEFUL RATING: ** (F, HCF + A or C -Hold to Power Up) A vertically huge projectile, stolen from Wolfgang Krauser of Fatal Fury. Comes out very slow, hits multiple times. Erases normal projectiles. It can be powered up to 3 Levels, making it hit more times. * Difference between A and C- Speed of execution and projectile. B comes out fast but travels slow, D comes out slow but travels fast. B version is suggested to do normally, not the D. +++The Good+++ When reflected, it will still hit the opponent since the move hits multiple times. Also, it can confuse an opponent if the Kaiser Wave is powered up from a far-ra nge, since they are not close enough to make a physical hit and, and they cannot roll or jump in because of the danger of being hit any second. +++The Bad+++ It comes out very slow: an opponent from not a middle distance can hit Rugal with their projectile right after see him executing the move. The move can easily be AB dodged or Rolled out of. It can also be jumped over quite easily. __________________ GENOCIDE CUTTER USEFUL RATING: ***** (DP + B or D) Rugal jumps vertically into the air while slashing a circular motion kick. Done with a B, it has a wide attack range sideways and downwards. Done with a D, it has a wide attack range upwards and sideways. Both hit multiple times. * Difference between B and D- B is strong downwards and sideways, D is strong upwards and sideways. ++The Good++++++++++++++++++++++++++++++++++ Both B and D have very wide hit range. B Version- Hard to counter if guarded at the tip. It can hit opponent's footsweeps. Low risk, "fair" return move. D Version- It Rugal gets hit while his Genocide cutter hits the opponent as a counter, he can quickly combo the dropping opponent into a Godpress or Gigatec Press. High-risk, High Return move. ++The Bad++++++++++++++++++++++++++++++++++ Both B and D have no invincibility. It can be guarded in the air on a backjump. B Version- It does not hit opponents in the air at all. D Version- If guarded or missed, Rugal floats high up in the air, opened up for any combos. __________________ GODPRESS USEFUL RATING: ***** (QCB + A or C) A one-hit detection dash tackle. When hit, the opponent will be taken to the edge of the stage. The hit detection seems to be the same as the first hit in Rush DMs such as Kim's Phoenix combo and Mary's Splashrose, Very VERY opened when guarded. * Difference between A and C- Length of dash. ++The Good++ The move comes out very, very fast and can be used in many situations (ie: opponent misses weak uppercut, opponent is hopping, opponent gets hit in counter detection, etc) Opponents cannot aerial guard. Has a wide attack detection range and can snatch opponents in low air. The Godpress always takes the opponent to the edge of the stage, so if Rugal is cornered he can instantly switch the situation. ++The Bad++ If the opponent's attack hits simultaneously as Rugal's Godpress hits them, his Godpress does not damage. Since the move has an attack detection and not a throw detection, it goes right through AB Dodging opponents and rolling opponents. However, when guarded he is very, VERY opened for any attacks. __________________ DARK BARRIER USEFUL RATING: *** (QCF + B or D) A force-field which reflects projectiles. It can also physically hit opponents and they will fall down. * Difference between B and D- Time of endurance, recovery time when guarded. (B is very short, D is very long) ++The Good++ Reflects projectiles consistently without much guess on timing as long as it is executed in advance. The Darkbarrier works as an unreliable anti-air as well. When done with the B button, it is hard to be countered unless done when opponent is cornered. ++The Bad++ The execution time has increased when compared to the previous in the series, and does not come into affect until it totally comes out. If missed or rolled through, Rugal is opened to any attacks. About the only use for the D button version is against opponents changing the timings on a projectile. ======= DMS ========= __________________ DEADEND SCREAMER USEFUL RATING: ** (QCF x 2 + B or D) A jumpkick which hits opponents on the ground only, but is unguardable since its hit detection is basically the same as Blue Mary's Spider attack. Once it hits, Rugal twirls around the opponent's body lying on the ground while laughing. * Difference between B and D- Length of jump. B goes 1/3 the screen while D goes 3/4 the screen. ** Difference between Normal and Max- In Max, Rugal stays on top of opponent for a while before spinning on them & does more damage. Also, while the Normal version bare ly has any invincibility, the Max version has a fair amount in the start. ++The good++ Since it counts as a ground throw, AB dodges and rolls cannot escape from it. Once hit, Rugal is situated right next to the opponent with the great advantage of being able to do anything until the opponent gets up. Useful against opponent with projectiles and players who often footsweep. It is plain humiliating to the opponent to be danced over while laying on the ground. ++The Bad++ Can easily be dodged by jumping in air. Also, the Deadend Screamer has almost no invincibility at the beginning and Rugal can be hit before he even leaves the ground depending on the situation. It is weak against attacks and can easily be hit even while in the j ump kick. __________________ GIGATEC PRESSURE USEFUL RATING: ***** (QCF, QCB + A or C) A powered up version of Godpress. Has same functions, except with more damage. * Difference between A and C- Length of dash. ** Difference between Normal and Max- Max makes Rugal take opponent to the end of screen, then turns around and takes tem to the other end as well. Does more damage than normal DM. See Godpress for more details. =================================================== COMBOS =================================================== [USEFUL RANK: ** DAMAGE RANK: ***] Closeup A or B or Crouching A (close) -> Command move (except Kaiser wave, DeadendScreamer or Dark Barrier) [USEFUL RANK: ** DAMAGE RANK: ***] Crouching B -> Crouching A -> Forward + B -> Command move (except Kaiser wave, DeadendScreamer or Dark Barrier) [USEFUL RANK: ***** DAMAGE RANK: ***] Forward + B (1st Hit) -> Command move (except Kaiser wave, DeadendScreamer or Dark Barrier) [USEFUL RANK: **** DAMAGE RANK: *****] A or B or Crouching A -> Forward + B (1st hit)-> Command move (except Kaiser wave, DeadendScreamer or Dark Barrier) [USEFUL RANK: **** DAMAGE RANK: ****] Crouching C -> Command move (except Kaiser wave, DeadendScreamer or Dark Barrier) [USEFUL RANK: **** DAMAGE RANK: ****] Closeup C (2 hits) -> Command move (except Kaiser wave, DeadendScreamer or Dark Barrier) [USEFUL RANK: ** DAMAGE RANK: ***] Closeup D (1st Hit) -> Command move (except Kaiser wave, DeadendScreamer or Dark Barrier) [USEFUL RANK: **** DAMAGE RANK: *****] Jump D/C-> Closeup C (2 hits) -> forward + B (1st hit)-> Godpress *Godpress can be substituted with Gigatec Pressure in combos. =================================================== TACTICS =================================================== Rugal is not a character for beginners and takes a while for most players to get used to since he is fairly unique. His normal moves have long reach, but comes out sl ow, and his command moves are useful but deadly if guarded, making him a double-edged s word. Since he is not a fast character and none of his command moves are invincible, he must always stay on the offensive side and not on defense. Note that when Rugal gets cornered, he has a very hard time escaping. ======WHAT TO DO AT MID RANGE======= Rugal is at his best at a either a very far range or a fairly close range- that is, about one character away from the opponent. Thus in a total mid-range, Rugal's first prio rity would be to take an advantage against the opponent and acquire that range by either jumping in, rolling in or Godpressing the opponent. If the opponent decides to take a chance and roll, combo them and take them to the edge of the screen with the Godpress. If the opponent takes a chance and jumps in, do a Genocide Cutter with the D button. If you want to be ambitious, do it late so that the o pponent will hit you, and you will hit the opponent with a "counter" mark. When this happens, the opponent will be in the air but Rugal will be moveable and on the ground- thus Rugal can snatch them with a Godpress or even better, his Gigatec Pressure. Do not Reppuken or Kaiser Wave the opponent at mid-range: this is the easiest distance for the opponent to roll into Rugal and combo him. SUMMARY OF MID RANGE------------------ -Get the advantage over opponent -Roll or short jump -If opponent jumps, swat them with Genocide cutter (grab them with Godpress) -If opponent rolls, combo them and Godpress them -Do not use Reppuken or Kaiser Wave unless from Forward + B or fierce attack. ======WHAT TO DO AT FAR RANGE======= Rugal usually has an advantage over the opponent at a far distance because he has two kinds of projectiles and a reflector, meaning that he can choose in between the two and if the opponent shoots a projectile, reflect it. However, unless Rugal is against the opponent corner to corner, the opponent can attack in with a high jump AFTER they see Rugal forming his projectile, so beware. If you want to close in to the opponent, again jumping is more suggested than Rolling in for Rugal, since his roll is not that fast. Definitely jump in on your own if the opponent's character is known to be strong at a far distance- for example, Lucky and Yamazaki. Otherwise, check what the opponent can do- if the opponent has a projectile move, chances are they will not be desperate to jump in- thus, shoot some Reppukens and Kaiser Waves, see how they react. If a projectile war begins, reflect theirs with his Drak Barrier or erase it away with the Kaiser wave. If the opponent does not have a projectile, they will most likely try to jump or roll in- thus beware if you decide to shoot projectiles. Jumping in first to take the advantage may be a good decision. If the opponent is a throw character, do not shoot projectiles unless you are at a very safe distance- chances are they will jump or roll right at you and throw you away. Although such a chance rarely arrives, if Rugal can make a move after shooting his Reppuken before the opponent closes in and hits him, Rugal can Genocide cutter opponents in the air or Godpress them when they finish from a roll. Since Kaiser Waves can be controlled, try using it once in a while as well- opponents will have a hard ti me jumping in if Rugal powers up on it, since he can shoot it out at any time desired. Opponents with projectile reflectors may try to bounce it, but they end up unsuccessful 60-70% of the time since a powered up Kaiser wave hits multiple times. At times it may bounce without any damage on the opponent- at times the opponent will get hit -at times, the opponent will get hit but still reflect it. SUMMARY OF FAR RANGE-------------------------------- -Reppuken or Kaiser Wave opponent -Jump in after a while -If opponent jumps, swat them with Genocide cutter and grab them with Godpress -If opponent rolls, combo them and Godpress them -Kaiser Wave can't be Reflected well ======WHAT TO DO AT CLOSE RANGE======= Rugal is at his best when he is about one character away from the opponent. Rugal's main weapons at this distance are his Crouching B and his Forward + B. They both have very good range and very good speed, but have very distinct differences: Low B: It must be guarded downwards, it cannot be comboed. Fwd B: The second hit cannot be guarded downwards. First hit can be comboed. Thus, using a combination of both can surprise the opponent. The low B can taunt the opponent to jump in, since there is no way they can roll in without damage against Rugal's low B. Thus opponents become easy target practice for hi s D button genocide cutter, and if Rugal is lucky he can connect it to a Godpress. If the opponent keeps on guarding, try the Forward + B to intimidate their guard. The forward + B is especially intimidating to the opponent not only because Rugal has a quick Low B and thus can pressure the opponent to change guarding positions, but since they cannot take the risk to counter it: Rugal can just go and shoot out the second kick, o r cancel it into a special move. Either way, the opponent will end up guarding upwards in this situation, giving Rugal a "mind-game" advantage to pressure the opponent. The Forward + B's second hit always knocks the opponent down if it hits them in the air, giving the move even greater prio rity. However, do not abuse the attack since Rugal is very oponed for attacks if it misses or gets rolled through. If Rugal wants to combo from the first hit, he should shoot a Reppuken if the opponent is very close since it comboes but is hard to be countered, and a B button Genocide cutter if the Forward + B hits at the tip since this is hard to counter as well but still comboes. However if Rug al wants to be ambitious, do his Godpress from the forward + B and it will always connect on a hit. If the Forward + B or Low B no longer hits (or barely hits), Rugal can do one of three things- hop in with an attack, footsweep with the D, or wait for the opponent to make a stupid move and counter. Do not do a far C since it can easily be countered. If the hop/short jump attack makes it in, combo them and take them to the edge with his Godpress. If it gets guarded, reposition Rugal poking the opponent with the Low A and B, and do the whole "poke with Low B and Forward B" phrase again. If the footsweep gets guarded, Reppkuen or Genocide cutter the opponent, and do a Kaiser Wave (Weak version) every once in a while. Another one of the good ways of attacking is to suddenly dash in or roll and attack with his fierce C, since it comes out fast and has a very good reach for a close attack, plus it cannot be countered since he can safely connect it to a Forward B and a Reppuken. If Rugal is at an disadvantage in close range, there is basically only three ways of escaping out of the pressure since most of his moves are slow. Unless he is cornered or the opp onent just keeps on rushing attacks, none of the following is recommended- just roll back, jump back or wait for the distance to settle. The first way is to attack with a genocide cutter. This will generally get hit before it comes out if done against rapid weak attacks, but it can "hit and get hit" on a 50-50 basis on most other moves. Rugal's second form of escape is with his Godpress. since his Godpress comes out very quickly (it can even combo from a weak attack), Rugal can grab the opponent and take them to the other side, turning the table totally backwards. Even in a "hit and get hit" basis Rugal will have some advantage since the opponent will fly into mid-rage territory. However, the Godpress will open Rugal up to true doom if it gets guarded. Rugal's final method of escaping is with his CD attack. However, since his CD attack is strong upwards and not sideways, it can miss an opponent poking with a long attack. Try not to get cornered at all cost. Rugal has space in the back to escape if in the middle of the stage, but not in the corner. Also, since rugal does not have a special throw, he will have to use a normal throw against guarding opponents at times. When this situation happens, do not throw with the C button- throw with the D since his C button throw does not afflict consistant damage. It is also useful when Rugal is cornered since the D button throw changes the left and right positioning to the opponent. However this also means that he should not do the D button throw if he has the opponent cornered, sine he will put himself there instead. SUMMARY OF CLOSE RANGE---------- - Poke opponent with Low B and Forward B: it's intimidating - Reppuken from Forward + B when close, Genocide Cutter (B) when far - Godpress from Forward + B if willing to take risk - If B's no longer is in hitting range, D Footsweep, hop in or wait for Godpress Chance -Throw with D, not C -If cornered, Genocide cutter, Godpress or CD cancel to even the score -Evening up the score at edge of screen is Kamikaze, but it's better than not retaliating =====WHAT TO DO AFTER CORNERING THE OPPONENT===== Thus so far, most tactics for Rugal result in the Godpress of the opponent- which means they will be taken to the edge of the screen. Once the opponent is at the edge of the screen, Rugal is free to pressure them with his jump kicks, weak attacks, etc etc- all as your wish desires. However, here are a few tips. 1- Poke the opponent until one or two character of a space is left between Rugal and the opponent. Then Reppuken them.At often times the opponent will try to retaliate and miss, giving Rugal a chance to do his Godpress them again. 2- Pressure the opponent poking them with moves, and then suddenly do a Deadend Screamer- since this is at the edge of the screen and the opponent cannot roll backwards, the only thing they can do in jump. 3- Do not allow the opponent to retaliate and let them get away with it. Make sure Rugal always has the advantage of position over the opponent even if it damages him a little. 4- It is not a good idea to roll in since Rugal cannot go in the back of the opponent in this situation. 5- If you are far away from the opponent, try shooting a Reppuken so that it will hit the opponent just as they wake up. And when Rugal recovers from his projectile lage, do the Dead end Screamer immediately. Many opponents will not be able to react on time and get hit. =====HOW TO JUMP IN===== Rugal's jump attack with the D has very excellent priority sideways and is a good starter to put a rush on the opponent. Try to always use the D when jumping in and some times C or CD, since his A and B have very short range and priority. Rugal can play it safe and make the tip of the D kick hit the opponent, in which case he will not be countered even if guarded at a high point since there will be plenty of distance to the opponent. If you want to be ambitious, you can land the kick low and connect it into a combo, but if Rugal gets guarded, a quick A punch right on the land is recommended since his other moves take time to come out. Guarding is another option, but since Rugal has a hard time to change to offense after guarding, it is suggested that he hit the opponent even if he gets hit with a weak attack as well. However, if the opponent is a throw character, try to backjump with a B or D attack since chances are his A will not even make it before he gets thrown. However be warned that Rugal's normal air attacks do not have much attack range downwards in general, and can sometimes miss crouching opponents even when exec uted on the downfall of a jump. His C attack seems to have a *bit* more range downwards than the D, but not as much sideways. His B attack has an extra *bit* of range downwards t han the C, but it is still pitiful. His CD attack is reccomended for players who just keep on ducking since it has a nice attack range downwards, but it cannot lead to a combo. Also, since Rugal's normal jumps are fairly slow, it is reccomened that that he only jump in with either a short or a high jump, depending on the distance to the op ponent. This also means that Rugal is a hard character to do comboes from a jump (since his attacks do not have much range downwards and his jumps are slow), so his attacks must b e done deeply to connect. SUMMARY OF JUMP--------------- -Use D (or C) to jump in: has horizontal range -Rugal's downward range in jump attacks aren't excellent except for CD attack -A and B attack sucks -Rugal's normal jump is slow -Rugal is hard character to combo from jump attack -Jump in with Short Jump or High Jump ======= TROUBLESHOOTING ======== Q: Genocide cutter doesn't hit opponents in air! A: Do it with the D button, B only works on ground. Q: I can't combo from forward + B! A: Only the first hit can be comboed from. Do the command right after you execute it. Q: I can't combo from Closeup D! A: Read Above. Q: I can't combo from Closeup C! A: Practice. Believe in yourself. both the first and second hit can be canceled into a move. Q: I can't do the Deadend screamer- it always turns into a Genocide Cutter!! A: Try doing HCF x 2 + B or D instead, it'll make your life a whole lot easier. Q: I can't do any command moves!!! A: You've got a broken finger or controller. Go get it fixed. Q: I can't beat Takuma!!! A: Oh yes you can-- Rugal is one of the easier characters to beat Takuma with: his two choice attack (projectile or knee dash from mid-range) can easily be swatted wi th the Dark Barrier. Q: I can't beat the Last Boss!!! A: Er... That's not this FAQ's Problem. Try shooting some Reppukens and He'll form the bubble. Reflect it and do the same thing over and over again. You'll win if you 're really lucky. [ MMCAFE PPG EOF ]