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BoswerLK
03-30-2006, 08:15 AM
http://www.shoryuken.com/wiki/index.php/Rugal_%28CvS2%29

my name ain't frodo, help me =P

or at least clean up after me so it doesn't look like a disgusting block of text...

I'll be periodically adding stuff in between classes (usually this time tuesdays and thursdays)

Hellion
03-30-2006, 09:39 AM
my god... My EYES!!

Hey I'll fix the chart up for Rugal Friday maybe.

Hellion
04-02-2006, 04:44 PM
Um.. I'm adding the info now to the chart.. Some data is confusing slightly though.
I am aware that Frame data is flexible regarding moves that hit twice such as Terry's close s.HP Vice's s.LK, but how exactly do I read Rugal's d.HP?

8/2/7/27?

As of this writing I'm still working on the wiki so I haven't posted it yet. but that list you provided is missing some of Rugal's pokes (perhaps because they suck?) And while it's general knowledge that most light attacks are special and super cancellable, not all are (ex. Guile's d.LK technically isn't special cancellable). So you'll see lots of "?" concerning spc./sup buff-erability. Although KCXJ's data did provide some insight as to what some pokes cancel into so I edited out the ?'s at those particular points.

BTW I just learned how awesome close s.MK is as a meaty thanks to this, but unlike Kyo's close s.MP can this one be parried low?

EDIT:Just finished the chart for you.
BTW Here's an example
<tr>
<td style="border:1px solid navy" rowspan=4>Jab</td>
<td>Close</td>
<td>?</td>
<td>?</td>
<td>+5</td>
<td>+5</td>
<td>4</td>
<td>6</td>
<td>7</td>
<td>500</td>
</tr>

This would be close s.LP
For virtually all of the pokes in the chart you'll see
rowspan=4 for the 4 various states of jab you'll see in play:
close, far, crouch, jump

The 1st question mark is for cancellability to specials, the 2nd is for supers
I left out the rapid fire one since it wasn't in the Ryu example, added the supers because I reasoned, "how could you have specials and not supers?"
Though arguably you could demand I put in rapid fire:confused:

Well whatever. It's a start at least.

BoswerLK
04-02-2006, 08:30 PM
any missing data I blame kcxj for not posting them =P I don't have the frame book so I can't check myself...nor would I understand it

his c hp is startup/1st/2nd/recovery as far as I can tell, unlike vice and geese's 2 hit normals, the second hit doesn't have startup frames, it's more like terry's which goes into the second hit immediately after

and, that html is way to complex for me to possibly understand it after 7 years of being spoiled by frontpage

I'll try to add cancellability info tuesday or thursday I guess, I'll go back and make it not look ugly when I'm done with all the info...gotta post them before I forget it all =P

I'll just tack it on in the self/spec/sup format...

Hellion
04-03-2006, 04:35 PM
I'll just tack it on in the self/spec/sup format...

Guess I'll plug in the data afterwards then.

BoswerLK
04-03-2006, 09:47 PM
I lied, I added the data just now =P

I can't tell for his st mp, but that's fine, it doesn't hit any standing character, there's never a reason to cancel it into a super, and special...I'll just assume it doesn't or someone would've suggest cancelling it into repu for meaty after anti air already...

also added comments on his air normals left out, and great reasons as to why they're left out, if nothing else, they'll be good comic relief for the reader after their brains explode from my giant blocks of text

also added in his dive punch...dunno how that got left out...

BoswerLK
04-04-2006, 07:32 AM
kaiser wave comments added

hopefully I got all his specials down finally and I'm not forgetting something...again

started BnB and GC strings sections, may add or edit info later...class now

RagingStormX
04-09-2006, 12:47 PM
I added a corner guard string!

BoswerLK
04-10-2006, 01:17 PM
added 2 openings, corrected c hp info under openings

commented on RSX's corner string, I forgot who made it up, but I remember he was japanese...

also added the original version of that string I saw in a japanese match eons ago

added an "infinite" japanese corner string as well

BoswerLK
04-11-2006, 08:03 AM
added stuff

BoswerLK
04-27-2006, 08:04 AM
all strings/combos done

random tricks added

groove breakdown down

moves done

next up, the really really advanced and probably meat of the wiki...

ZE MATCHUPS! =3

Akutabi Gamma
04-29-2006, 02:26 AM
Hey if need be can I tidy up the text if some of it a little hard to read or interpet?

BoswerLK
04-29-2006, 11:42 PM
that'd be great, thanks

BoswerLK
05-02-2006, 08:03 AM
sagat matchup posted, might add more in later, but I'm groggy today, so someone may wanna double check me...

Hellion
05-02-2006, 12:43 PM
I like the commentary, makes me see what my brother does when choosing this guy!:clap:

Unfortunately I don't see him working on my A-Team as well as he would C by your reasoning:sad: Maybe in the next life.

-About the Air Dark Smasher I was wondering if you know what characters can crouch it if it can be crouched at all? Reason being when this move is tigerknee'd it's pretty damn good. My execution's gotten sloppy due to lack of practice on this particular tactic but to give you an idea his feet are basically just barely off the ground. Like a macho-ballerina. I'd imagine this'd instantly overhead Sagat's, Eagles, Kyo's and such (especially the LP version), but not so sure about Iori, Maki, Athena. Perhaps the move cancels out before it hits them crouching. Dunno.

-d.LK-Damn, even though I put in the numbers in that chart for you I had no idea he had a 3 frame LK. Don't know how I missed it. Long range too.
About that chart did you want anything else done to it? Or good to go?

atothex
05-03-2006, 03:04 AM
very nice work, guys
thanks

BoswerLK
05-04-2006, 07:07 AM
no one crouches the dive punch, chunli is the only one who can sorta crouch it, and only when she does c mp cuz it makes her hitbox go so low (I think she goes under some projectiles with it too), but like I said in the commentary, unless they're particularly experienced in that matchup, they would never think of that =P so it's open season for dive punches vs most chun lis

I don't think it's an overhead at all, the sluggy startup makes it hard to tell, as I don't think I've seen anyone block low against it...

in either case, TK dive punch wouldn't work anyways, because he has to have reached a certain height in his jump before it comes out (which is probably why you couldn't get it to work =P), it also doesn't come out at all from a low jump

the chart, just fill the ?s for the cancellation data, I added them in in the normal commentaries under the frame data in the standard format, kcxj and shinneo have the booklet with all of rugal's frame data, I'll try to mooch that page off one of them for the last bits of remaining data, and possibly rearrange the normals data to resemble the one in the geese wiki one day...



and yeah, rugal has one of the best c lks in the game, I think he can chain 4 of them together in tight circumstances, possibly 5, though, I've never tried for that many





added desperation tactics in random tricks
working on blanka section


cleaned up movelist
more to come for blanka

BoswerLK
05-04-2006, 09:56 PM
great news, I just got the Rugal pages from shinneosnake, so I'll be renovating the movelist a bit tomorrow

I'll also upload them somewhere and pray someone can read japanese and can translate the notes...

BoswerLK
05-05-2006, 01:24 PM
corrected a few misread numbers, added all data for normals

filled in missing data for specials and supers

Hellion
05-05-2006, 02:32 PM
ARGH! I hate trying to figure out how to put in cancelability with pokes that hit twice! (close s.HK, amongst others) I'll just put down "Yes," and "Yes" for specials and supers on moves listed such until I see a better way from the Ryu wiki example on listing these moves.
Oh yeah, got rid of the "?" for ya.

Dark Smasher... Actually you can tigerknee it, I was just saying it's been years since I've played Rugal so I can't anymore, though when I first got it down I thought then I wouldn't forget it. Muscle memory can be funny like that. Check out the Air Dark Smasher Thread, says how it's done, pretty good move too. IIRC you have to "superjump" tigerknee it. *sigh* dunno been a while. I don't think Sagat can duck it so if done close it's practically instant with the LP version. Wish I could make vids because that would probably be worth showing.

Hey you're wiki's turning out pretty good, maybe yours should be the example to follow

BoswerLK
05-05-2006, 05:31 PM
the geese one has a pretty nice frame data table I think...
anyways, eventually I'll remember how to work frontpage, and I'll to find a way to make it easier for the table to show cancellability for multihit moves maybe...

hmm, never knew it loses the height requirement when done from a super jump, hopefully I can still use a joystick and I'll raid my friend's place to check it out...hopefully it'll work just like Cable AHVB

I'll remember to check to see if it's actually overhead too

I know for sure the frames before he starts moving don't hit though, so it wouldn't be that instant, but it would make his matchup vs blanka a whole lot easier, since he'd have a low crush move comparable to a kyo far st hk

and to check of cl st mk can be low parried =P

my wiki mostly follows the geese one, except more concise (or, making it look that way by sticking in a new title every 4 sentences), must've been my old webmaster experience...



added slightly more info on RC lp repu AA under repuken's section

Hellion
05-07-2006, 04:29 PM
hmm, never knew it loses the height requirement when done from a super jump, hopefully I can still use a joystick and I'll raid my friend's place to check it out...hopefully it'll work just like Cable AHVB
...
I know for sure the frames before he starts moving don't hit though, so it wouldn't be that instant, but it would make his matchup vs blanka a whole lot easier, since he'd have a low crush move comparable to a kyo far st hk


It's one of those things that take a bit of practice to get used to, and one of those things you have to keep at to stay sharp.:sad:
Hey when you get it though it should help a lot.

All I can remember is that the space of time required to superjump is all you have to tigerknee this move...So basically you got that much time to do a 135 degree roll from Down to [up+forward]+LP

Even if it doesn't hit instantly it's so fast that really the only counter is when its telegraphed so much a scrub would know to dp his way out of there.
And considering the advantage you're in whether this is blocked or not that easily makes this a keeper in your skill repertoire.


my wiki mostly follows the geese one, except more concise, must've been my old webmaster experience...

Good stuff never-the-less.

BoswerLK
05-16-2006, 07:44 AM
well, I didn't get to test a lot of stuff, as I haven't raided my friend's place yet

though, I can confirm and guarantee you that dark smash cannot be tiger knee'd, at least not normally

it might work if I kara-cancel into it, which I'll be sure to test


anyways, I finished up the blanka section, I hope the new tacts help people out, as every non P Rugal out there (minus me) seems to have serious problems taking Blanka (though, I admit it's no walk in the park for me either...)

mostly because this is a special matchup that must be played in a different way by Rugal, I think...comments, additions, and criticism are appreciated, as a large part of that section is formulated based purely on my own experiences



I'll take requests for which char I'll do next, your choices being cammy, vega, sakura, or hibiki, as I think those are some of his hardest common matchups

be warned I have no real solution vs cammy, except how to not get killed as bad, as I honestly believe that is one of the worst matchups ever in the history of all competition

or, feel free to suggest another

Hellion
05-16-2006, 08:01 AM
though, I can confirm and guarantee you that dark smash cannot be tiger knee'd, at least not normally[/QUOTE]

well, the normal way you'd tigerknee anything, probably the easiest being Akuma's tigerknee'd air fireball would simply be quater-circle up-forwrard+punch.

Hurricane kicks for all shotos work the same way.

A superjump is really a fast down-up motion. It doesn't have to be straight up, it could be upforward or up back. You have to insert that quarter-circle forward motion thereabouts.

Mummy B confirmed this for us about 2 and a half years ago.
Mostly though people just do it the regular way, still works as good but it'd be awesome to get it down as a regular technique. I tested it myself and got it down but I never played Rugal seriously enough to make it a mainstay in my arsenal.

From your list it seems that the hardest common machups generally have strong horizontal control via either long range pokes or effective and abusable horizontal moving RC's.
How about Sakura?

BoswerLK
05-16-2006, 11:42 AM
sakura's just common and has the abusive dive kick and st hk and ability to duck c hp, which creates some control problems for rugal, and RC hurricane kick is gay

most short characters that duck his c hp creates problems for him, cuz his st mk and st hp lack the range, priority, and speed of his c hp

I can confirm that all my tiger knee attempts were indeed super jumps (I did the same motion with my hand repeatedly and got sjs, and I doubt I miraculously suddenly failed a fast tiger knee 5 times in a row thereafter), unless superjumps have a weird property of eating the qcf motion entirely...

sj TK is incredibly easy after trying to learn magneto infinites

Hellion
05-16-2006, 01:41 PM
*sigh* Guess the secret technique will be lost forever. No big.
I'll hit the training mode maybe later tonight and give it a whirl, but I doubt I'll be able to get it again. IIRC I was only able to get it myself on a d-pad. Perhaps that's a place to start.
I'll get back to u.

Yeah RC hurricane kick is kinda gay, but it's far from unbeatable.
I'd imagine that Vega and Hibiki's abusable d.MP/d.HP's give Rugal problems too?
Vega's fast jump and Hibiki's fast RC run slashes through projectiles sorta limit Rugal's ability to "rush" even in C... IMO.

BoswerLK
05-16-2006, 02:04 PM
not unbeatable, but sure are abusable and annoying =P

and yeah, that's basically why those 2 are problematic, except c mp and slashes for hibiki, the point is without low jump rugal is mostly at their mercy because of their massive poke superiority and ability to completely shut out jumping AND projectiles from rugal's equation, so, rugal really isn't left with that many options to move in after that, and also, both of them in most cases are quite unantiairable, as they both stuff all your normal antiairs

though, rugal does still have a chance with those 2 with some good baiting and rushing, after all, they're both low health characters and are generally weaker at point blank

BoswerLK
05-25-2006, 12:34 PM
well, school's out, which means I probably won't look at this board for at least 4-5 months

anyone who needs further rugal help can IM me on aim