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Move Comments/Opinions:
far and close s.LP
Beats your opponents pokes. Safe to whiff. Very useful.
far and close s.MP
Most reliable anti-air.
close s.HP
Cancelable. Hits mid, but will whiff on all crouching girl characters with the exception of King and Cammy. If you’d rather not worry about your close attack whiffing on crouchers or not, always use close s.HK in combos instead.
far s.HP
Book says to use this move, but I can’t understand the Japanese…
Far s.HP is reasonably safe when blocked and does good guard damage. You can use it at the end of a block string when it’s no longer a good idea to do reppus. It’s also a good whiff punishing move for small characters in instances where crouching fierce will whiff. Of course when you have the meter, it’s still always better to do standing forward -> super to punish whiffs instead.
d.LP
+5 frame advantage makes this move very useful.
d.MP
Four frame cancelable attack. Can be used for punishing and will link after a meaty close s.MK. Other use is as cross-up defense. Do it late for best results. Rugal will turn around.
d.HP
Not cancelable in any way, but this move has a lot of range. Poke your opponent or punish their whiffs with this when you’re confident they won’t try to roll on you (as it is a rollable 44 frames total…).
close s.MK
A powerful meaty attack. Potential +10. Move is cancelable as well. Corner --> Counter hit close s.MK xx hcf+K —> Death Juggle.
-Meaty close s.MK, d.MP xx super!
far s.MK
Far range. Super cancelable. This move is amazingly useful. Blocked Bison two hit scissors kick --> far s.MK xx level 3 --> death!
close s.HK
Book says to use this move. It comes out in only four frames, so it makes great anti-air/anti-cross-up attempt whenever you’re opponent is jumping from close.
When using this move for combos, keep in mind that only the initial frames of are special cancelable. In other words, be quick!
far s.HK
I don’t use this move. It’s slow and hits high. Is this suppose to be an anti-air attack? s.MP is way better if you ask me.
d.LK
Three frame, rapid-fire low attack. This move is very important. It’s 90% of Rugal’s up close offense game. Short, short xx super. Enough said…
d.MK
Five frame low attack. Good range too. Cancelable. Use it!
d.HK
One of the best sweeps in the game. Look at that damage. 1500 is huge. The best part about something that damaging is that it always takes off a CHUNK of guard meter whenever you use it in a blocked string. Fast 6 frame startup, far range, cancelable into Reppuken.
j.MK
Cross-up attack.
j.HP
Looks deceptively like startup for Air Dark Smasher special. Fake your opponents out with this move all day.
j.HK
Ten frame startup is really slow. Unless you’re low jumping, the “coffin kick” is probably best to use only when the opponent’s dizzy.
punch throw
Sets up all sorts of CRAZY mixups in the corner.
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qcf+P
Jab reppuken is one of the best meaty attacks in the entire game. In the corner, Rugal can combo anything he wants after making the opponent block or eat one. Dash up, throw too!
hcf+K
Rugal is even on frames after hitting with this. Will combo off a counter hitting, medium attack. An excellent, highly useful special.
dp+K
All versions are bad anti-air (unless you’re roll canceling), so don’t bother with these for that purpose.
LK 1100+400,400 knockdown/-22
6/10/31
11 frames feet invincibility
A great psychic dp move.
hcb+P
All versions have 13 frame startup, -23(!) on the block. So combo this special always. Only scrubs do this move at random.
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Rugal’s Supers:
(Too much damage to list. I can’t contain the power…)
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*Contributors so far (keep it coming!):
-MCTek
-Buktooth