Capcom vs SNK 2
Millionaire Fighting 2001
Rugal FAQ
Version 2.0
by Belhelmel

Contents
--------
- Version History
- Introduction
- Who is Rugal?
- Why choose Rugal?
- Which groove should you use?
- What ratio should Rugal be on?
- Rugal's normal moves
- Rugal's special moves
- Rugal's super moves
- Rugal vs human
- Rugal vs the computer
- Miscellaneous
- God Rugal
- End

Version History
---------------
Verson 1.0 (Oct 2001)
- Written all the stuff

Version 2.0 (Dec 2003)
- Upgraded to version 2.0 because of the big updates.
- Rewritten a lot of stuff, added contents, intro, version history, end

Introduction
------------
This FAQ was done by me and don't use it without my permission and all
the other legal stuff. This FAQ is not written for experts but for people
who'd just like to get a rough idea before trying out the character.


Who is Rugal?
-------------
I must first admit that I've never played much SNK games and mostly
played Capcom games. It was only when Capcom vs SNK 1 came out that
I started taking interest and started reading up on these interesting
characters. So correct me if I am wrong. According to what I read
and heard, Rugal was host to one of the KOF tournaments, his aim is
to harness Orochi power through the tournament to achieve world
domination.

Why choose Rugal?
-----------------
First of all, Rugal is just so classy. He has two great secretaries
in Vice and Mature, he wears a suit even when he's fighting and
he keeps a panther. On the more practical side, here are the reasons
you want to use Rugal

- Has a wide variety of moves which can help you out in different
situations
- Has more HP than most other characters, even with the same ratio
- Has excellent reach
- Deals significant damage

But he's not perfect:

- Terrible recovery on most of his moves
- Slow moving
- Large frame, make him an easy target

Which groove should you use?
-----------------------------
C - One of the best to use for newbie and expert. With three levels
of super, air guarding and rolling, it's a safe bet. There isn't a lot of
times when you can use Rugal's supers, so you can keep the supers as you
get a bonus in attacking power for each level of super bar you keep.

A - There's a big Rugal original combo which I haven't had too much success
trying to do. If you can, then use this groove to impress your friends, otherwise
this groove can't compare to C groove.

P - Strictly for the experts only. Deadly in the hands of one. The
super bar takes forever to fill up but at least there's no timer on it
once it's filled up.

S - I might get flamed but I'm gonna say this groove sucks too,
dodging is ..dodgy and having to charge for a level 1 super doesn't
seem a winning formula.  You get unlimited level 1 supers when your
HP is low, but Rugal's supers are not abuse-able like Ryu's Shinkuu-Hadoken.

N - The groove I used to use a lot. The super bar builds up quickly
and for a level, you get your attacking power increased (Rugal's
attacking power is good enough as it is), before the end of the timer, you
can execute a maximum level super at the expense of just one more
level. Throw in stuff like rolling and safe fall and it's almost
perfect.

K - The groove which I mainly use now. Just-defending seems a bit easier to
do then parrying, and if you get the hang of just-defending, learning to
parry is much easier. You also get the bonus of just-defending by accident
when you only mean to block sometimes. Rugal's supers cause big damage and
even more if you use K-groove, even if you don't use his supers (they need
to be used at the right time and sometimes there isn't the opportunity), the
boost in attacking power that a full K-groove bar brings is a big bonus.

What ratio should Rugal be on?
------------------------------
Rugal has enough HP and power to make him deadly even at ratio 1.
I usually put him on ratio 2, having two more ratio 1 characters
tagging along is the safest choice.


Rugal's normal moves
---------------------
Standing LP - A quick poke at a downward angle (which is head level
for other characters since Rugal is so tall), for an LP, it's not
very quick and I prefer the crouching LP.

Crouching LP - A horizontal poke which can be used for combos and
tacking people who roll constantly.

Jumping LP - An elbow attack which can be used both for jumping in
and for air-to-air.

Standing MP - A swipe which looks like a slap, poor range, not much
use.

Crouching MP - Same as standing MP, done crouching down.

Jumping MP - A horizontal poke not unlike the crouching LP, strictly
for air-to-air.

Standing HP (Near) - When near the opponent, this is an upward
swinging punch to the gut. Can be used as an anti-air if opponent
is jumping in on your head and if it is timed right.

Standing HP (Far) - When far from the opponent, Rugal swings a
downward punch which stretches pretty far, good reach, good for
ground combat.

Jumping HP - A downward poke which isn't too helpful.

Crouching HP - How can I forget this when I was writing version 1.0 of
this FAQ? This is one of Rugal's most important normal move. Rugal
pokes diagonally forward while kneeling on the ground.  At the right
distance it serves as some kind of anti-air but the real beauty of this
is poking your opponent, there are loads of poking moves in this game
but not many which cause as much damage. The only move that is better
is Athena's crouching HP (and that's a real monster).

Standing LK (Near) - A knee to the gut, not much combo possibility
here.

Standing LK (Far) - A quick low kick, for all the action (Rugal has
to turn his back to the opponent to kick), it comes out pretty
quick

Crouching LK - A quick kick which is excellent for combos and dealing
with rolling opponents

Jumping LK - A jumping knee attack which has excellent priority,
one of the major jump-in attacks and does a good job as an air-to-air
move as well.

Standing MK (Near) - A similar gut kick.

Standing MK (Far) - A downward sweeping kick, a lot of action,
and doesn't trip opponents as the move looks like it can do, it has
an OK range though, can be used to confuse opponents sometimes.

Crouching MK - Reaches a bit further than the crouching LK, can be
used directly after it, good solid move.

Jumping MK - A long kick from the air (used to be Rugal's jumping HK
in CvS1), its air-to-air priority is not as good as the jumping LK
but it's awesome to use against ground opponents. Good reach, use
often.

Standing HK (Near) - Acrobatic stuff from the man Rugal as he kicks
vertically upward above his head. Good to use when your opponent is
trying to jump over you. More useful than perceived.

Standing HK (Far) - A long kick to the air. Godly reach, good damage,
a good anti-air move if you find the Genocide cutter hard to execute,
what makes this better than the Genocide Cutter is that this cannot
be guarded by a C-groove opponent. Good to use in ground combat as
well.

Crouching HK - As with most crouching HKs, it knocks down the opponent,
Rugal does look a little awkward doing it, balancing on one hand, but
the speed is OK

Jumping HK - Classy move, Rugal folds his arm and stamps down, range
is as good as Blanka's jumping HK but not as good priority, can be
used sometimes (eg. to knock Vega out of his Psycho Crusher) but in
most situations, the jumping LK/MK are superior.

Rugal's Special Moves
---------------------
Reppuken (QCF + P)
- Standard ground projectile. It can be used to counter stuff like
Nakoruru and Cammy's low attacks which goes under usual projectiles,
but be careful using it against opponents like Blanka, Honda, Vega
etc, since they have moves which go right over the Reppuken. The LP
version is the slowest while the HP version is the fastest.

Kaiser Wave (F, HCF + P)
- A huge projectile which seem to travel pretty fast no matter which
punch button you used, maybe it's because it's so large there isn't
much ground to cover. You can hold on the punch button to charge it
(Rugal starts to lean back), the kaiser wave comes out when you
release the punch button or automatically after about 5 seconds.

God Press (HCB + P)
- Rugal rushes forward and if he connects, he'll grab and drag the
opponent and slam him/her against the side of the screen. It deals
awesome damage but it's pretty hard to pull off. It's both blockable
and parry-able, both of which will leave Rugal wide open for a
counter attack. Use sparingly, not even the computer falls for it.
The LP version travels about 1/2 screen, the MP and HP version will
go all the way.

Dark Barrier (QCF + K)
- Rugal puts out an energy shield. It's pretty low so it can hit low
attacks as well as people who are rolling across you. The real beauty
of it is that it can reflect any projectiles which are thrown at you.
But as with all reflectors in this game, it needs pretty good timing.
Rugal will stand there laughing and holding his shield until it hits
something or until timeout of the move. This move can leave you even
more open to attack than the God Press. The LK version lasts for
a shorter period while the HK version will last the longest.

Genocide Cutter (DP + K)
- Rugal's anti-air move. He takes to the air, swinging his leg in
an arc. Excellent range and very reliable anti-air. The LK version
goes slightly into the air while the HK version goes up the highest.

Dark Smash (QCF + K in the air)
- Rugal stops in the air for a moment and then comes down with
an energy shield (which looks like a kaiser wave) in front of him.
Pretty nice move but his kicks in the air are more reliable, you
also have to time your move as it doesn't come out immediately.

Rugal's Super Moves
-------------------
Gigantic Pressure (QCF, HCB + P)
- Rugal will rush forward and grab his opponent much like the regular
God Press. But a pillar of light will appear when the opponent is
smashed against the wall, interesting skull image appears in the
pillar of light. This move is blockable and parryable and will
leave you as open as the regular God Press should you miss. The LP
version will slam your opponent on the wall once, the MP version and
the HP version twice.

Genocide Heaven (HCF, HCF + K)
- Better version of the Genocide Cutter. It's better because Rugal
kicks from up to down in the first hit and will hit air opponents more
quickly than the Genocide Cutter. He does a few kicks before taking
to the air. The more reliable of his two supers.

Rugal vs human
----------------
Rugal's strengths lies with his range and variety of moves so use it.
You have two projectiles to choose from, use them in different
situations. Rugal's arm is long, the Kaizer wave will be served
right into the face of the opponent when it comes out. It'll give
air and ground opponents a hard time. But it's not exactly an easy
move to execute and more times than not you get the Genocide cutter
(but if you find it's no problem then good for you),
use the Reppuken when you need to whip out a projectile quickly.
Throw slow Reppukens for your pressure game. Fast ones are safe
for your general game. If your opponent is trigger happy with his/her
projectiles, whip out the Dark Barrier from time to time, but take care
to use the LK version, not the HK one, which leaves you vulnerable for
a long time.

You can use the God Press to get out of corners while your opponent
is in the air. If your God Press is blocked, do a Genocide Cutter
immediately, it'll hit any retaliatory moves and if it's blocked,
at least you're in the air. Most moves will damage less when opponent
is in the air, exceptions being Ken's Shinryuken, Geese's
Rising Storm and Blanka's Shout of Earth etc.

The Dark Smash is a great jump-in move which can be a real handful for
land and air opponent. As I recall this move can cancel out a projectile.
Use the LK version to come down fast. There're times when you might
use the HK version to trick your opponent, but in general, people
can see the move from a mile away and it's always safer to do the LK one.

When you land, follow up the Dark Smash with a crouching MK, followed
by one or two crouching HPs. If your opponent blocks them all there's a
safe distance between you two for you to start to process again.

You can also do the Dark Smash while you're in the air if you'd like
to change the location where you land, it'll also keep you in the air
for a longer period. Hence you can avoid landing on something nasty
(eg. on Dhalsim's Yoga Stream or right next to Zangief/Raiden)

Don't forget your normal moves, stick out your leg (Standing HK)
once in a while will hit unexpecting opponents and will make others
think twice before jumping in on you. the Standing HP is just as
reliable. But the best is the crouching HP, poke it from time to time,
especially against opponents like Zangief.

Don't use the Gigantic Pressure unless you're sure of landing it.
Go with the Genocide Heaven.

The A-Groove combo: If I recall correctly, it's a chain of multiple
God Presses repeatedly (with the opponent in the corner, Rugal will smash
the opponent into the wall, before he lands, Rugal can grab him again with
another God Press). Finish with a Genocide Heaven for great visual effect.
Great if you have quick hands.

Rugal vs the computer
---------------------
Just do your thing for most opponents, but some computer opponents
can be beaten more easily than you think.

- vs Guile, Ryo, Iori
For some reason, the AI of these characters are such they'll just
stand there blocking fast reppukens until they get guard crushed,
which is when you can charge forward with a gigantic pressure.

- vs Vice, Raiden, Honda
Continue with fast reppuken routine, but this bunch won't even block,
they'll just keep getting hit until they get stunned, which is when
you whip out your trusty gigantic pressure. Caution: This may work
against Raiden, but it certainly won't work against Zangief, he'll
do a Banishing Flat and be right in front of you just like that.

- vs Morrigan
The computer Morrigan throws soulfists at you all day until you
finally decide to jump in, which is when she does the shadow blade.
Wicked. But don't worry because you can use your Dark Barrier to
reflect those pesky soulfists.

Miscellaneous
-------------
Rugal's intro - He says a lot of Japanese before sending his panther
away.

Rugal's taunt - He takes a bow, it's very quick, so it's safe, but
since now taunting will build up your enemy's super bar, don't do it.

Rugal's punch throw - He'll grab your opponent, hold him up and charge
him with electric power before slamming him away

Rugal's kick throw - Rugal simply throws his opponent aside .

vs Vega - Rugal gives a longer-than-usual speech in Japanese. His
panther arcs its back and growls at Vega before being sent away by
his master

vs Guile - Rugal likes to keep statues of his fallen opponents, as
I heard, in a previous KOF series, a statue of Guile appeared in
the ending. This time Guile is back with a vengance, destroying the
top half of the statue with a Sonic Boom. Rugal destroys the rest
of it with a Reppuken and both prepare to fight.

vs Vice - Nice little reunion. Rugal comes up with another long
speech, Mature bows and leaves while Vice turns (she was standing
with her back facing the audience) and prepares to fight.

vs Kim - Being an evil character, Rugal naturally gets Kim's hostile
intro where Kim turns (much like how Vice does) and shouts 'Ha!'

vs Chun Li - Another law enforcer, Chun Li points accusingly at
Rugal, declares something in Japanese and prepares to fight.

God Rugal
---------
A secret boss in CvS2. Rugal defeats Gouki in battle and drains his
Evil power which combines with his Orochi power in a nasty way.
You'll get to fight him if you've over 1500 GP points, at least one
finest KO finish and have fought a mid-boss (Geese/Vega). Defeating
the computer God Rugal will allow you to use him.

God Rugal is faster and deals much more damage than regular Rugal.
He has all of Rugal's regular moves, as well as a new grabbing move,
it's from EX-Rugal in CvS1, much more reliable than the God Press,
since it comes out so fast. Rugal will stare at the skies and ask
the gods for guidance before suddenly grabbing his opponent and
pumping evil power into him. The HK Genocide Cutter has one more hit.
God Rugal also has Gouki's teleport move and his Raging Demon move.

Finally God Rugal also has the most devastating super in the game,
the G-Executioner, he grabs his opponent and drains all of the
opponent's HP, rendering a full energy bar to a pixel of life.
Anything less than a full energy bar means death.

However, God Rugal's HP is really really low, he'll be finished
after a couple of hits by the opponent. The normal Rugal is much better.
(Of course it's different with the CPU God Rugal)

End
---
Thank you to Capcom for making this great game with loads of grooves
to choose from, redrawing the SNK characters so that they look so much
better than they did in KOF, and SNK for designing some good characters.

If you have any suggestions, comments etc etc. Feel free to let me know
and it might be featured here if you've got some really good comments/
suggestions.