Difference between revisions of "Rugal (CvS2)"

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== M. Bison(dictator) ==
 
== M. Bison(dictator) ==
 
Bison is a pretty straightforward opponent but also one of the most dangerous, because when he has meter he has many ways to set up and combo into his Custom Combo, and it does a ton of damage.  His footspeed is very fast and allows him to get many throws, especially when his custom is charged and the opponent is reluctant to stick out buttons.
 
 
Remember that Bison has 2 moves that can go over your fireball, so don't throw fireballs at him unless he has lost his charge by moving forward.
 
 
When Bison is meterless the threat is much less but he is still capable of putting up a good fight.  He has a good set of normal moves against Geese, the most annoying being his jabs, low forward, and standing strong, but fortunately for you his attacks have shorter range than yours so as long as you don't let him get on the offense easily you can handle them.  Bison's standing jabs cannot be ducked by Geese, and they give him huge frame advantage.  While they dont do a lot of damage, Bison can virtually lock you down with these for an uncomfortable amount of time, during which he can mix up throws.  When Bison is close to you, his walking jabs, if done correctly, will counterhit anything you attempt to stick out and are not hindered by Just Defense.  There are a few ways to handle this.  If Bison has no meter charged, one way is to block and wait for the opponent to be pushed out to max range, while watching for throws.  Bison cannot jab you forever, once he is pushed out far enough that his far jab is coming out he has to walk forward a bit too far in between and you can sneak your own low jab to stop him.  Of course doing this puts you at the mercy of his throws, which are not easy to react to, however if he does fool you and gets a counterhit jab when you tried to hit him out of a throw the consolation is that it is only a jab with maybe another normal linked off it at most, so it is recommended that you don't just sit there and instead press your own low jab(or close short, if he is close enough) just to make sure he cannot throw you.  If you eat a few jabs then it is no big deal.  The second way to handle it is more risky but much more rewarding, you can use your HCB+Strong to counter his jab and put him on the floor at your feet.  It is not hard to fit this move in between the jabs and since he will not have his charge, if you guess wrong Bison can't really do much to you without a meter except a 2 hit link or a throw.  The reward is pretty great if you land this counter so it is not an entirely bad idea to try, even if you just do it once it will make the Bison player think about what he is doing instead of just pressing jab with no fear of retribution.  And another option is to simply JD his jabs and take the free meter for as long as he will give it to you, but you make yourself totally vulnerable to his throws in this case.
 
 
Bison's low forward and standing strong both have excellent speed and they give him frame advantage during which he can throw you, or press one of them again and combo you.  Bison walks much faster than you do and he is hard to jump towards with his many solid anti airs, but it is important to keep the momentum and dont let him be the aggressor because it is very easy for him to build meter from blocked hits and then become very dangerous.
 
 
His low roundhouse also deserves mentioning as it is one of the best whiff punishing moves in the game, so if your opponent is a good player this will be a move you should be careful of.  Do not whiff laggy moves in front of Bison, and try to fake him by whiffing fast moves like low forward or short, since if you block his low roundhouse you can do alot of damage to him generally(although if meatied or distanced perfectly, Bison can actually get frame advantage with this move, so be aware of this).
 
 
His head stomp and psycho dive can be stopped with your jumping strong or roundhouse.  If you do block a head stomp, you can anti air his 2nd hit with a low fierce if you run under him, or if he just floats away from you you can run up to him and attack him when he lands.
 
 
Bison has strong jumpins that will often trade with your low fierce unless you do it at the proper angle.  It is best to anti air him directly over your head with low fierce and stop Bison's jumps from out in front of you by low jumping vertically or back with Strong.  His jump is slow and floaty, so not hard to react to this way and your jumping strong doesnt trade with his jump attacks, it will beat anything he throws at you in the air as long as you get it out fast enough.  Bison's jump is quite easy to hit with your Raging Storm due to its speed, if you get a chance.
 
 
As for Bison's anti airs, he will not have any problem stopping jumps from Geese if you are predictable.  Bison's standing fierce done early will stop your jumpins, as will clearly his RC psycho crusher if he has a charge.  He also has his jumping strong which will beat most of your jump in attacks easily and juggle you.  Jumping at Bison is possible and rewarding if you can get him to block or take your attack, but you must mix up your approach always as Bison can control both the ground and the air very well if he reads your actions.
 
 
Many players will react to any attempt on your part to run towards them with a RC scissors or psycho crusher, if you are lucky then your Bison opponent will play like this as these are easier to bait and punish.  If you fake runs toward him quickly cancelled with low jab(your fastest whiffing move) then you can often bait one of these 2 moves, as long as you mix it up with real attack attempts and attacks like your standing roundhouse.  The psycho crusher can be punished after a block by using your fierce punch from behind.  The scissor kick is harder to punish depending on range, if it is done from the very tip of its range then you really can't do anything unless you Just Defend, in which case a low roundhouse or anything faster is free.  If you are close enough so that it hits you twice, then you can usually get a free low jab or forward if you block or jaienken combo if you JD, and if you are close enough that it hits you somewhat early then you can do a full combo even if you just block.  Try to JD this move when you can, it helps with deterring Bison from using it recklessly, and even if you only JD one hit it makes punishing it easier because you will be pushed back less.  Unless it is spaced absolutely perfectly, you will always get frame advantage after blocking a scissor kick using your low jab, but you have to time your press correctly.
 
 
Once Bison gets meter the game will completely change.  A custom as damaging as his can quickly kill a character and he has many ways to both set it up and combo into it.  When Bison has a meter ready I do not reccommend jumping at all, his jumping strongs will mean the end of your character if they hit you and juggle you into his custom activation.  You also must be very careful of running towards him recklessly as he can combo his custom off of a connected scissor kick as well, and finally he can jump at you much more recklessly since his jump in activation will make you reluctant to anti air him.  You must make him realize that you wont jump into his strong punches or run into a scissor kick, and then he will be forced to blind activate at some point, giving you a chance to bait him into wasting the meter.
 
 
Always antiair a metered Bison with your jumping strong or with an instant air JD into your roundhouse.  Do not press low fierce as it is very dangerous.  Do not try to punish scissor kicks unless you are very sure, and if you block a psycho crusher with your back in the corner do not try to punish it as the corner can make the move safe.  Both of these are common activation setup gimmicks.  If you read the opponent's custom activation, then you can counter it with your super using the delayed button press method just like Sakura(they will usually activate while you are raged to run down the clock).  It can be very hard to tell whether Bison is going mid or low for the first hit of his custom, as he can do either, so trying to use your counter is not advised, especially since it is not too bad to simply block this custom.
 
 
By far the most dangerous custom setup is when he locks you down with a few jabs or dashes toward you, mixing up throws with his activation.  In high level matches you will often see metered Bisons get 3 or 4 throws in a row on an opponent because they refuse to press buttons.  In general eating a throw is better than eating a custom, so you should block more often than not, however if the opponent thinks you are frightened he will not hesitate to throw you to death and save the meter for your next character.  You must press your own jab or close short to counter his throw occasionally and keep him honest, it is a risk but you have to make him believe he can custom you and bait him to waste it next time he gets close and expects you to jab again.  You basically must use short bursts of offense in order to look vulnerable and make him want to activate but you must spend the majority of the time defending against his activation.
 
 
*Maintain offense when Bison has no meter, using cancelled runs to bait RC's and punish them
 
 
*Scissor kick is easily punished if Just Defended, and punishable if blocked from anywhere but max range using your low jab or low forward
 
 
*Anti air over your head with low fierce and at angles with low jump Strong
 
 
*Always make an effort to jab out or even use mid counters when being locked down by standing jabs, do not let Bison get initiative and build meter freely
 
 
*If you block a psycho crusher with your back to the corner it becomes safe, if he has meter be aware of this custom set up
 
 
*When he has meter be very careful not to jump into his jump strongs or run into his scissor kick, giving him free customs
 
 
*Bait his activate with short bursts of offense but majority defensive play, keeping an eye out for common setups like roll, dash, jump in, or blocked properly ranged scissor kicks or corner psycho crushers
 
 
*Bison can activate and catch you from anywhere in his low roundhouse range(virtually the whole screen) so be careful whiffing moves against him no matter the range
 
  
 
== Rolento ==
 
== Rolento ==

Revision as of 17:10, 2 May 2006

Introduction

Rugal, at best, is middle middle tier. His pokes and projectiles are subpar and his godpress is horrendously slow. He has no good links into strong practical hit confirm BnBs, and is also plagued with a slow and bad hitbox dp. So why use Rugal you ask? He's decent at guard crushing, and is second to none at doing huge damage. In most practical situations, he can do more damage than A-Bison paint the fence custom off of random c lks (TM). Also, with a 2000 damage P throw, Rugal does indeed get dangerous at close range. He has one of the best j hks in the game, comparable to Blanka's, and also the fastest dash in the game. While his pokes do not excel in range, they have quite decent priority. Also, any godpress or super corners the opponent, making RC/parry Rugal very intimidating indeed.

Besides, he's a one eyed Hitler hailing guy in a red suit with a pet panther. And Guile statues.

But seriously, don't pick this character unless you're willing to do a lot of work. He does have potential against top tiers, but I won't lie to you, Rugal takes a ton of work and some good psychicing.

Moves List

Normal Moves

Name State Spc Sup Hit Blk Sta Act Rec Dmg
Jab Close ? ? +5 +5 4 6 7 500
Far ? ? +5 +5 4 6 7 500
Crouch ? ? +5 +5 4 4 6 400
Jump - - - - ? ? - ?
Strong Close ? ? -8 -8 5 4 24 1100
Far ? ? -8 -8 5 4 24 1100
Crouch ? ? -1 -1 4 3 18 1000
Jump - - - - ? ? - ?
Fierce Close y ? -14 -14 4 4 34 1300
Far ? ? -12 -12 10 6 30 1100
Crouch ? ? -10 -10 8 2/7 27 400+1200
Jump - - - - 5 6 - 1400
Short Close ? ? +2 +2 4 4 9 600
Far ? ? +2 +2 4 6 9 500
Crouch y y +2 +2 3 4 9 300
Jump - - - - ? ? - ?
Forward Close y ? 0 0 4 11 11 1200
Far ? y -10 -10 5 5 27 1100
Crouch y y -4 -4 5 7 19 1000
Jump - - - - 7 7 - 1000
Roundhouse Close y ? -9 -9 4 7 26 1300,1100
Far ? ? -8 -8 10 8 24 1500,1300
Crouch y y DWN -9 6 4 29 1500
Jump - - - - 10 10 - 1500

I dunno how to work the normals table, so I'm just gonna copy and paste from kcxj's post

Far and Close Standing LP 500 dmg +5/+5
4/6/7
X/O/O
Hits 77 pixels high, so it will hit crouching Sagat and taller. Has good priority and decent meatiness. Use it to stuff Blanka c hps and the like.


Far and Close Standing MP 1100 dmg -8/-8
5/4/24
X/?/?
Basic anti-air. This is the one to use if they're normal/super jumping in close to you. Don't touch otherwise.


Close Standing HP 1300 dmg -14/-14
4/4/34
X/O/O
Links off of point blank c lp. The only time you should use this is when you know it's gonna hit. Always cancel into godpress. For GC strings or not guaranteed hits, use close st hk instead for the better frames. Personally, I always use hk except for doing the link (close st hk requires you to be closer and won't come out after c lp).


Far Standing HP 1100 dmg -12/-12
10/6/30
X/X/X
Decent poke. Retarded damage. Horrendous frames. The only good thing is that no one crouches it. Use it on Iori, Hibiki, and every other less than 62 frame crouch characters instead of c hp. It has less range than c hp too, so be careful.


Crouching LP 400 dmg +5/+5
4/4/6
X/O/O
Decent priority. Can link into close st hp or c mp. Can stop some low mid pokes (Blanka c hp). Don't use it a lot.


Crouching MP 1000 dmg -1/-1
4/3/18
X/O/O
Great damage, wicked priority. Stuffs Blanka and Sagat c hps, and some other similiar moves. Magically anti airs just about every low jump in the game. Can also anti air crossups and normal jump ins, but the timing is extremely tight and weird (only 3 hitting frames, not all 3 will beat the jump in...oddly). Probably his best prioritied move. Does not stuff lows though.


Crouching HP 400+1200 dmg (2-hits) -10/-10
8/2/7/27
X X/O X/X
His best poke. Slow, ok damage, huge range. Beats Sagat c hp, gets beaten by Sagat st hp. At 2/3 the screen away, can be used to stab Sagat's hand when he wants to throw high tigers. Can punish crouch blocked Blanka ball after reversal walking forward a pixel or two, or just reversal c hp on a stand-block (according to Nick T.). Use this move a lot. Be careful of the -10 though, so don't go spraying this too close. Also, can be used to anti air Sagat j hk at the right distances (he arches under the foot).


Close Standing LK 600 dmg +2/+2
4/4/9
O/O/O
Looks exactly the same as his close st mk. Use for mind games and mixups. Stronger than c lks and same frames. A decent move. Use mostly for the mind games.


Far Standing LK 500dmg +2/+2
4/6/9
X/O/O
Low crush. Very fast, meaty, same frame adv as c lk, but strong. End c lk chains with this. Stuff lows with this. Run up st lks are decent for slowing inching in.


Close Standing MK 1200 dmg 0/0
4/11/11
X/O/O
Very meaty. Strong. Best use is meatying on wakeup. Either link stuff after it or cancel into reflector. Reflector will combo off a CH.


Far Standing MK 1100 dmg -10/-10
5/5/27
X/X/O
Low crush, safer version of his far st hp. Slightly less range. I prefer this over st hp for < 62 pixel crouchers. The ideal button to press to punish far whiff/far parry into super. That is, if they're far away and open, press st mk super.


Close Standing HK 1300,1100 dmg -9/-9
4/7/26
X/O/O
A high angled thrust kick. Can be used as anti air. Generally. this is his big damage punish button (or GC). Always cancel it. Can anti air big crossups crouching and letting them go past you, then stand up and hk right away. This is easier to cancel than close st hp, so if they're dizzy or GC'ed, use st hk to cancel into God Press.


Far Standing HK 1500,1300 dmg -8/-8
10/8/24
X/X/X
Far anti air. Also, good poke for standing characters. Especially tall ones. Use it to stop near max range Sagat st lks (his lower body hitbox retreats slightly). His best anti air in my opinion. Press it early. More damage than st mp, huger hitbox. Generally, you can use this to stop most jump ins before their normal comes out. If they do it early, it'd have beaten st mp. At least this it trades most likely in your favor.


Crouching LK 300 dmg +2/+2
o/o/o
3/4/9
His best normal. Starts all his BnBs. Stop throw attempts. Whiff tricks. Huge range for a c lk. It's just a godly c lk. If you're cancelling into super, I supposed chaining this into st lk first, for more damage and 2 more frames to combo. Max range c lk cancelled too slow will NOT combo into a level 2. Level 3 always works though.


Crouching MK 1000 dmg -4/-4
x/o/o
5/7/19
Decent poke. Ok for comboing into godpress. Be warned, far c mks will NOT combo into godpress.


Crouching HK 1500 dmg [Knockdown]/-9
x/o/o
6/4/29
Great sweep. Decent range, big damage, ok frames, good priority. Poke with this a lot. When in range. Don't always cancel into repuken. Great GC string ender.


Jumping MK 1000 dmg
7/7
Cross-up attack. Decent range. Also an ok angle for non crossups.


Jumping HP 1400
5/6
Air to air. Also generic anti air (j back hp). Can also be used as a sucky dive punch fake. It won't trick them really, but it might psych them out slightly (ie, they'll be momentarily stunned in the wtf state).


Jumping HK 1500 dmg
10/10
Coffin kick. One of the best j hks in the game. Instand overhead vs sagat and taller with low jump. Spam low jump hks like your name is Blanka. Can combo into super or dp after if done slightly later.


ALL OTHER JUMPING NORMALS
First off, they're useless.

That said, Jumping LP is an elbow drop that isn't even that meaty nor has a reasonable hitbox/priority. Maybe you can do it on a waking Raiden/Zangief, hope it kills them, then start doing pro-wrestling poses around the arcade. I'm not responsible for any hazardous incidents incuring to you resulting afterwards.

Jumping LK is a shining wizard that may even be less meaty. You can do Jumping Forward LK to antiair for style and start doing Keiji Mutoh poses. I hold no responsibility for possible subsequent IRL brutalizations afterwards. Otherwise, Jumping HP is better in every way.

His Jumping MP's only use is for heiling to Hitler. It's a jumping upwards version of his Standing MP. Bird-riding Nakoruru or air DP Kyosuke are like the only people even hitable by this thing. Again, I take no responsibility for subsequent declines in your physical well being after pressing Jumping MP.


HP Throw 2000 damage 52 pixels 3 frame startup
One of the strongest P throws in the game. Abuse it. 3 dashes after the throw puts you up in their face again. If you link the dashes good, you will be able to meaty them (maybe not Hibiki...).


HK Throw 2100 52 pixels 5 frame startup 2100 damage
For 100 damage more and less follow up options? Stick with P throw. It does throw them farther, a little more than his P throw. So maybe if you really want them cornered and P throw just won't cut it, then consider this. If you're not sure, I'd stick with P.


from buktooth's system's faq on gamefaqs:
79 - Raiden
78 - Geese, Chang
77 - Zangief, Sagat

72 - Eagle
71 - Rugal, Yamazaki, Benimaru
70 - E.Honda
69 - Dhalsim, Terry
68 - Kyo, Joe
67 - Guile, Balrog
66 - Blanka, M.Bison, Kyosuke, Todo
65 - Ryo
64 - Ryu, Ken, Akuma, King, Dan, Rolento, Haohmaru
63 - Vega, Cammy
62 - Morrigan, Yun

61 - Chun Li, Sakura, Mai, Kim, Vice, Yuri, Nakoruru, Rock, Hibiki
60 - Maki, Iori, Athena

Rugal
62 - standing close fierce
77 - standing far jab
79 - standing far roundhouse
62 - second hit of low fierce (the part that goes really far)
77 - overhead low jump roundhouse


ROLL DATA
Rugal 120 [27/2U/4R]
An average roll. Which means it sucks, btw.


DASH
Rugal 65/0 85/11.3
One of the best dashes in the game. Short distance yeah, but it's the speed that makes it deadly. He can dash twice in the time it takes a lot of characters to dash once. Consider ending light strings with dash forward throw. Use this to travel very quickly towards opponent. Link them together nicely and you'll get the "oh snap that looks cool" effect and some nice pressure in.


RUN
Rugal 8.5
Average. He shifts his hitbox way forward though. So expect to be smacked now and then.

Special Moves

Repuken
qcf+P

LP 800 -4/-4 15/40
MP 900 -5/-5 15/40
HP 1000 -5/-5 15/40

The slowest ground projectile in the game. It also doesn't really help that it comes out behind him. It will never hit on the first frame that it's out (unless they roll through you or something), so take into account the few frames it takes for it to travel, that means even a hp repu is perfectly safe on block even if they're extremely close to you.

Unfortunately, that's not all that helpful, cuz you want to use lp repu for the big frame advantage, and also, many characters can punish ANY repuken by trading in their favor on reaction, even if the repu is RC'ed.

The most critical use is to predict a cammy st hk and RC through it safely to discourage pokes. That is, use this to replace psychic DP. And I mean psychic, as in not in between strings or any case where you're almost assured to hit a RC godpress.

Overall the frames aren't so bad, so don't hesitate to use this or cancel normals into it during strings. Just be warned that just about anyone can punish you in between the normal and the repu without RC or even an aerial special. A poke that reaches is enough. And from a max range normal, they have enough time to jump over this, so use at your own discretion.

The only person with a worse ground projectile than Rugal, in my opinion, is Iori.

RC lp repu is also a decent last ditch anti air, used almost exactly like Guile RC lp sonic booms. They'll land on it for some chip and you can guard string them afterwards. Better to take 1300~1600 damage with his normal anti airs though.


Dark Barrier
hcf+K

All versions
1100,1000 knockdown/0 19/63

Leaving you at 0 frames, this is a sick meaty. RC reflector on wakeup is his (much crappier) version of RC lightning. In the corner, like A-Blanka can turn RC lightning into free CC, Rugal can turn this into a free Genocide Heaven (any level). If you're using him in C, that means 9k damage.

I don't believe he can setup his CC from this, however.

People also love to cancel this off meaty st mks. If the mk CHs, this will combo. Otherwise, it'll leave you in a good position to continue the guard string.


Genocide Cutter
dp+K

All versions have no upper body invincibilty frames.

LK 1100+400,400 knockdown/-22
6/10/31
11 frames feet invincibility

Other than for style, never touch this move except for the lk version, and use that sparingly. I can only think of 2 decent uses for this, and that is if you ever find Rugal with no meter, instead of c lks -> super, do c lk -> st lk -> lk genocide cutter IF you want a knockdown. In most situations, you'll only get the second hit (the 400 damage one), totaling a whopping 1k damage (yay, a medium). More on no meter options in later sections...

The other use, which is far more practical, is off a low jump coffin kick (hk). 6 frame startup isn't all that great, so you really gotta cancel it as early as you can.

The third use of this is to DP in between lows if you don't have RC. It's not that bad, because this includes Blanka's lk/mk, Sagat's lk/mk, Geese's hk, etc. RC repu is always better, though. RC godpress if you're very sure it'll hit.


Godpress
hcb+P

All versions have 13 frame startup, -23 on the block.

His trademark move in this game. 13 frame startup and -23 on block is horrifically bad frames, so do not use this move unless it's GUARANTEED to hit. More so than other combo specials. Because of the bad startup and general slowness, it will NOT combo off a far away c mp/mk. I can't think of any situation where you'd want to do this off a c mp, but generally, for the c mk, it'll combo if half your leg is inside them.

Because of the slow startup, only RC this on hards or slow mediums that you know they're gonna throw. Also, because of it's very low hitbox, I would not suggest RC godpress to antiair (the only exception is far sagat j/lj hk).

I don't remember exactly how much damage it does, but it's huge. This also sets up his combo for every groove. Super grooves, free genocide heaven. Try to wait til they're as low as possible to get the maximum hits (level 1 should always be able to get 3 hits, the others I don't remember, but if you really must find out, do them from a reflector and you'll always get the maximum hits). For his CC, you'll want to activate early since his st hk is a little slow.

Whether you super them or not, this will corner the opponent, no matter where they were before. If you're cornered and desperate, an RC godpress can reverse the situation instantly. This gives Rugal a decent edge in space control.


Dark Smash
air qcf+P

Eats projectiles and keeps going (not supers though). Godly priority. LP comes out quite fast, while HP takes an eon. Do not bait DPs with this. However, HP may be good enough to bait a Direct Lightning and Tiger Cannon.

Most characters in the game very SEVERE trouble antiairing his dive punch. He has to reach a certain height before it can come out though. Also, cannot be done off a low jump.

To make the list shorter, these are the people who can antiair him: anyone with an INVINCIBLE AA special + Ryo (who's is close enough to invincible anyways), clawVega c hp, Chun Li c mp (!!!), Maki c hp, Eagle c hp/st mp, Hibiki st hp (both), Haohmaru c hp

Everyone else must hit it early. Don't worry about Chun Li, no one would think of anti-airing with c mp anyways. So it's safe to spam on her all day. Basically, only invincible or weapon antiairs (cuz weapons don't conduct electricity apparently...).

If the other guy falls under the list of unable to antiair it, ABUSE IT TO DEATH. The stun is huge and ground recovery is very quick. If they JD it, you get free c lks (similiar to the JD deep Sagat j hk -> eat hotfoot super situation). Free 8-10k damage.

Even blocked, press c lk cuz you still get frame advantage even if you hit them at standing Sagat chest level. I'd aim for standing Sagat torso level, so I'm put at point blank with enough frame advantage that they don't have time to reversal me.

Also part of his trademark C-cancel.

If you hit someone in the corner with this, it's as if you hit them with a godpress. They are jugglable, so tack on the Genocide Heaven(s).

If they start trying to react to you doing the dive punch and try to j hp you, just j hp them back the next few times you jump. It allows Rugal to pressure the opponent from the air by combining the threat of this, his j hp air to air, his coffin kick, and empty jump -> 3 frame c lks/2000 P throw.

It even beats the mighty Rock st hk. He can counter you instead, but with that crappy ass counter of his, you can just do a mp one and he'll be out of his countering frames already. Not to mention the empty jump, or his fast recovering j hp whiff to psych out.

Keep in mind who has dps that aren't invincible and you should get at least 1 free dark smash when they try to antiair you (Kyo comes to mind...and ironically, Rugal)


Kaiser Wave
f, hcf+P

Big ass fireball. I mean like, Rugal height sized almost. I'm not sure if slides and spiral arrow even go under it (will test over spring break maybe).

Also the strongest normal projectile in the game (1600 uncharged, 2000+ fully charged). Moves very fast, but has very bad recovery. Only use it at full screen or almost full screen, and only if they don't have roll (or if their name is Cammy or Chang, and anyone else with an extremely bad roll). Very good vs K and P grooves, since they pretty much have to block or try to JD/parry it. Because of its speed and the slow jump frames of K/P, they will have an especially hard time clearing it, especially if they have a slow jump to begin with (Sagat comes to mind). The recovery is quite sluggish, so don't do it on someone like Balrog with meter. But generally, if you ever find yourself full screen, it's free chip. Use sparingly and with discretion. Generally a bad idea to use it against anyone with a fullscreen super and meter for it.

If you do it on raged Sagat, for example (for whatever reason...), don't charge it at all, otherwise they WILL tiger cannon you. But generally, it comes out fast enough and is a rare enough move that they won't super you before the fireball hits if you just tap it.

The speed difference between lp/mp/hp is very small, so I suggest hp in most cases. Use lp if they have roll, does not have a RC to hit you through it, and their roll is relatively sluggish. Better chance for it to hit meaty if they decide to roll before you release.

Supers

Genocide Heaven
qcf, qcf+K

Comes out very fast. The frame data is oddly missing, but it seems like 1 frame startup after freeze. Not very strong, but very high juggle potential. Tack these on after a godpress or grab super.

His trademark C cancel is level 2 this -> dive punch -> level 1 this in the corner.

From midscreen, it's uses become very limited. If you only have a level 1, 2 c lks into this, because a level 1 grab super won't combo.

Also, use this from a hit confirmed low jump instead of his P super, as this is much faster, so you will not have to do his coffin kick very deep. Also gives you more time to hit confirm.

If meter is available, ALWAYS tack this on to any godpress/p super.

Be warned, level 2 grab -> godpress -> level 1 DOES NOT work. This is because the first hits only have a juggle potential of 2, but his running grab is 2 hits, and you grabbed them out of the air instead of the ground (like in normal situations). Meaning you have exceeded the juggle potential of the first hit, and the others won't come out fast enough to pop them back up. So it'd just whiff. A shame, Rugal would be even more sick than he already is if he could do that.


Gigatech Pressure
qcf, hcb+P

The huge damage super. One of the strongest in the game (in the same league as Shun-GokuSatsu, Gigaton Blow, etc). Unfortunately, it's plagued with the same problem as his regular grab. It's incredibly slow.

A level 1 is hardly faster than his normal grab. My suggestion, never use his level 1 grab super (except for level 2 grab -> level 1 grab).

His level 2 can combo off a far lk cancelled as soon as possible, but will have difficulty from a max ranged one. Cancel it off a st lk as that stuns 2 frames longer. Might have trouble comboing off an absolute max range non CH st mk, nothing to worry about. If possible, use this over his level 3. Also, I suggest cancelling it into the normal grab only, as his level 1 super grab isn't much stronger, and Rugal with no levels poses very little threat.

His level 3 is what you use most of the time. Trusty and very intimidating. It can punish a blocked Blanka ball, however, this requires very tight timing (almost reversal). Will never fail to combo off any lk. Rugal's game is largely based on landing this in most grooves. Very crucial that you can combo this off lks on reaction at any time.

DO NOT anti air with ANY of his P supers, as they have an even lower hitbox than his normal grab. Not even Sagat j hks. iIf you do go for it, it must be done very deep.

While a level 3 can combo off low jump coffin kick, it's hard and you have to do it relatively deep, losing the nigh instant overhead property that makes it so deadly. But it's not so bad. Just puts it on par with most character's low jump -> supers.

The Basics

Bread and Butter Combos

Rugal unfortunately does not have a lot of this. Look at his super combos first, as those are far more important. But these are his last ditch options without meter...

DAMAGE BnB
c lk -> c lp -> c mp
1700 dmg

Usually his strongest BnB. Also a good guard string. Can cancel the c mp into repu for more chip. It leaves you at -1, so you can either st mk and hope for low crush after, or if you don't think they'll press anything, c hk. st hk if you believe they're gonna jump afterwards.

KNOCKDOWN BnB
c lk -> st lk -> lk genocide cutter
1000 or 2200 dmg (depending on how many hits of dp you get)

The only time you can even fathom of getting both hits is off a cross up j mk. You must be point blank at the first c lk. It's a pretty strong combo when you do it though, 3200 total. Not too shabby. But generally, it's good because it gets you the knockdown so you can play wakeup games. It may also work off a standing Sagat upper torso level dive punch.

WAKEUP COUNTER HIT PUNISH BnB
point blank meaty c/st lp -> st hp -> godpress
~3800 dmg

His st lp is probably his second best meaty, if nothing else because it becomes a decent margin'ed link into st hp. So sub that in if you think they're gonna stand up or cannot crouch it. The impractical part is the short time to hit confirm, and nothing perfectly safe to cancel into if blocked. HP repuken is your best bet if blocked. Otherwise, huge damage and corners AND knocks down.

DIZZY BnB
far lp repuken -> sj hk -> st hk -> godpress
~5600 dmg

'nuff said.

Guard Strings

WAKEUP MEATY GC
cl st mk -> lk, c mp, or c hk -> (repu)

Cancelling into repu is never safe. If you do a lp repu, you can dash/run forward after them for another c mp/c hk.

BLOCK CONFIRM GC
c lk xN -> c hk -> (repu)

If you see c lks get blocked when going for super/BnBs.

WAKEUP MEATY GC 2
cl st mk -> reflector -> c mp, c mk, or c hk -> (repu)

Reflector leaves you at 0 frames, so you may want to sometimes press nothing after. Beware of 2 framers.

CORNER GC ENDERS
(far c mp, c/st lk) -> c hp or st hk

This is to hit jumpers.

RSX's CORNER GC
fp throw , lp reppuken, dash, c.mk xx reflector, c.lp, c.hk xx reppuken, c.hp

A variation of a similiar string done by this japanese guy. Ending c hp can be subbed for st hk vs non low jump grooves if you think they're gonna jump.

JAPANESE CORNER GC
knockdown -> meaty RC reflector -> cl st mk -> reflector -> cl st mk/c mk -> lp repu -> c hk -> any repuken (preferably mp/hp, as you're pretty far now) -> c hp/st hk

A guard string I saw in a japanese match once. Probably his most damaging guard string. If I remember right, he put the guy down from full bar to blinking. Might also consider dashing after the last repu for c mp -> repu. The only problem is that it has a ton of openings for the other guy to RC/roll/super. Use with discretion.

JAPANESE "INFINITE" CORNER GC vs no reversal or high pokes
c mp -> lp/mp repu -> dash/run -> (c mp -> repu -> dash/run) xN

In the video this was done on a Raiden with no meter. Because of the sick priority on c mp, the great frames repus leave you at, and his sick dash, this will work on any character without a fast high poke or ranged RC/invincible. lp repu -> run -> c mp will combo at certain ranges, so their only opening is after the c mp. Subbing a mp repu will tighten up that opening, and open a small window before the next c mp. Mix them up well and you're pretty solid. This works much better with run, as you can vary when you do the c mp also.

GENERAL GC ENDERS
c hp, st mk, st hp, st hk

s.mk would be the best choice, since it can't be punished hit or block in all cases, whereas fast supers can hit both versions of fp, and since it has decent recovery vs random rollers.

See normals section.

Openings

s.fp
A good move, but if rolled through Rugal can be punished bad. The recovery is especially bad, so it done to close it's a free hit for your opponent. Not to mention, hit or block, fast lvl 3's can hit him.

c.fp
Same problem as s.fp, but faster recovery. Best used at max range. More damage. Because of the hitbox, generally better priority. Also pushes back further. Use this more. Still a free faster super for the other guy.

far st mk
While statiscally, it has the same frame disadvantage as c hp, this is hugely because of its lack of hitstun. It's a much faster move, and unless the other guy is looking for it, they won't be able to hit you back.

lp repuken
Every repuken is an opening for someone with run and a good poke. This is because it comes out behind him. Example,K-Cammy very far away can run in and st hk Rugal and bite the repu in her favor everytime he throws one. Even when RC'ed, this will still happen because the RC runs out long before it reaches them. Solve this with RC hp repus (which are still safe and give you good frames).

Super Combos

THE BASIC COMBO
c lk x2 -> st lk -> level 2/3 Gigatech Pressure -> (L2 cancel hp godpress, genocide heaven for N/S grooves)
~8000 dmg

I wish I had a good excuse to put this at the beginning of this guide. This is the most fundamental and important thing to be able to do with Rugal. A huge part of his strength comes from being able to do beastly damage like that off hit confirmed c lks. Without being able to do this consistently on reaction, you cannot have a solid game with Rugal.

THE INFAMOUS C-groove 12k
lp repu -> sj hk -> st hk -> hp godpress -> L2 GH -> dive punch -> L1 GH
~12800 dmg

Just thought I'd list this second for the badass factor. His dizzy/GC combo. If they're close to being GC'ed, a good way to set this up is either hit a godpress or tick throw, distance yourself, meaty projectile (preferably repu). If you calculated it really good and know the repu is gonna GC, lp repu right after and get the full combo. Otherwise, use meaty lp repu, super jump after them and just do the combo. Unless you miscalculated quite bad, they should definitely be crushed by the st hk. Then you can wait and do st/c lp -> st hp -> godpress (or just st hk -> godpress, much easier) and go into the combo for about 11k of the max 12800ish damage. But really, this combo is more for being fancy than being practical. But it's good to be able to do this, because this, in most cases, will kill off any near full life character (hp ranges from 12800-15600).

The N-groove 12k
activate -> lp repu -> sj hk -> c lk -> c lp -> c mp -> L3 GP -> L1 GH
~12000+ dmg

See above, except this is what an N groover would do.

WHIFF or LOW CRUSH PUNISH/P-groove BASIC COMBO
st mk -> L3 GP
~8000 dmg

Basic after parry combo for P-groovers. Other grooves can set it up off a whiff or low crush. A way to pseudo hit confirm this off a low crush is to press it out of range when you think they're gonna do a low, and always try to cancel into super. If they do stick a low out, they get low crushed and supered. Otherwise you whiff a fairly fast move you probably won't get punished for. Example, N-Rugal manages to pin Blanka into the corner and begins run rushing. As his c hp would be too slow given Rugal's frame advantage on his lights, he'll most likely press one of 2 of his faster pokes, c lk and c mk. Just when he thinks you're out of range and is about to run in again, you don't and press st mk -> super. He presses c mk and gets his foot stuffed by your foot and sees a super freeze and most likely dies afterwards. If he doesn't, he may see your poke, and press the only normal that would reach you at this point, c hp. The 7 (or was it 8?) frame startup and his mortal reflexes fail him and you block the c hp. Momentum gets reset to neutral.

DEAD METER COMBO
c lk -> c/st lk -> L1 GH
~3300 dmg

If you know 2 close c lks are gonna hit, you generally don't want to waste it cancelling into dp for a whopping 400 more damage. If you don't have a level 2 or 3 ready, I'd suggest you just use the level 1 and take the extra 2500ish damage right there, while it's guaranteed.

FREE GH SETUPS
corner reflector, corner dive punch, any godpress
~3500-9000 dmg

Midscreen dark smash in C-groove

Juggle with lvl 2 GH, cancel 3rd hit into god press. Worth doing if you desperate need damage or if it will kill them.

These are his other setups for his corner juggle.

CH cl st mk -> reflector combos and is safe, so you may consider that after a wakeup throw or 2 to set them up for a nasty punish for guessing a tech throw wrong.

Custom Combos

Advanced Strategy

Play Styles

Below are some gameplans a Rugal player should consider.

ZONER/DEFENSIVE

The most recommended on SRK forums. Space them out, poke them, do some repukens and kaiser waves. He'll be a mini C-Sagat. Most recommended for C-Rugal and any anchor Rugal.

c mp range to a little farther than his c hp is the best defensive positioning for Rugal.

GUARD CRUSH/RTSD

If you're using him in the user position, you probably would want to try this. The only problem is that a good number of characters are unrushable because they cover his offensive options too well (*cough*Cammy*COUGH*). However, because his fast dash and sick prioritied and powered running normals, he really isn't so bad at rushing. Combine it with one of the best lj hks in the game and a 1500 safe sweep, and corner GC strings that'll make even a Guile envious, this is an underrated option by many players. Yeah, Rugal's slower than most rushers. But he's not exactly Sluggy O' Speedless. He's also much stronger than most rushers, with huge damaged hit confirms off coffin kick or 3 frame long range c lks and a good frame advantage projectile, he's not too bad at it. Especially against characters slower than him, or when you really need the momentum, this works well.

With dash, you should be looking to do throw mixups into the corner to go into corner GC strings (or c lk super of course). With run, spray his appropiate poke crushes and use lp repus like mini-sonic booms. Because Rugal is so tall and his st mp comes out so fast, he should never have a problem keeping them grouded (unless they like being stabbed out of the air repeatedly for 1100).

From the air, you can inch in with long range lj coffin kicks (like Sagat), and mix in some dive punches.

The best positioning is that they're cornered and you're either in their face or at the proper range for his 12k combo (vary it into a GC combo). The latter will put you into the position of the former, where he can work his corner games revolving around RC reflector and lp repus.

Grooves Breakdown

There are 3 things that matter to Rugal's main playstyle, they are meter, dash or run, and low jump.

C-Groove

Tied for his best groove. He retains his RC and dash and has the best meter option available. C-Rugal is almost forced to play defensively/zoner for the most part (until you see openings to hit his combos of course). Without run or low jump, he has a relatively weak corner game cmopared to other Rugals, so cornering them isn't as much of a priority. However, if the opportunity arises (you hit super/godpress/good throws), remember he still does have a tough corner game with his RC reflector, meaties, and lp repus, and also the general spacing bonuses everyone gets over a corner opponent.

P-Groove

His other best groove, as shown by Namameso. Play him the same way in C, without the corner RC reflectors (do meaties/basic wakeup mixups instead). The deciding factor here is his low jump and parry threat. The low jump lets him have a sick high/low mixup, gives him another hit confirm into obscene damage, and also makes a stronger poke than c hp at a range. Every parry has to be turned into st mk -> super. The huge downside of P is that he'll only get one meter, and most likely one super per match due his problems getting meter. Parry threat is a lot weaker without super, reducing your options to a 1500 sweep at long range and c mk -> godpress for about 3000 a short range (as opposed to 9k from any). The sweep is nothing special over other P-characters, but the c mk -> godpress is humungous punish for a parry. Consider occassionally parrying a jumpin to drop their trip guard and c mk -> godpress them for a 3000 damage antiair.

Without RC to cover him, this weakens his rush game heavily (unless you start doing some crazy parrying). He does get the edge of having low jump and air parry. Though, zoner/defensive is still what you wanna stick with most of the time.

N-Groove

His third best groove. He has the best offensive options of all grooves in N. N defines RTSD for many characters, Rugal is no exception. He should look to guard crush with running normals, RC lp repus, lj hk, corner GC strings, and stock break. He will crush any character very quickly, and can then quickly break stock if for some reason it isn't already broken, and combo them for sickening 11k+ damage from the ground.

Because of this, he makes a very strong user (maybe anchor, if you're into rushdown anchors, but most don't recommend it). All his defensive options are still open to him, if not enhanced by his running.

The only downside is defensively, he won't be able to sit on a level 3, which is his biggest threat. Because of this, GC Rugal is more optimal.

Also, N has a LONG meter to get a level 1, so he also suffers from the 1 super combo rule of P to a lesser extent. Because of this, he must choose his stockbreaks with more discretion than other Ns.

N-Rugal is almost forced to play GC/RTSD, with his weak defensive threats. Also, this is to better control when and how you're using his stock breaks. His run is slower traveling than his dash, which takes away one option to setup his very strong 2000 P throws. While N is listed as his third best groove, it isn't that far behind C/P. It's only behind because of diminshed versatility in matchups, playstyle, and defensive threats (in short, unable to sit on 9k+ damage off lks/any mistake).

K-Groove

A nice gap between this and N. JD really doesn't help Rugal all that much, so basically he's N-groove stripped of rolling, level 1s, and when to decide to stock break. Rage, while it gives more bonuses than stock break, is guaranteed to make the other guy start running for his life if he's ever seen a Rugal level 3 before. He can get roughly 10k off c lks or godpress, it's about the same. He will have a very hard time landing a godpress under K-raged conditions, so hit confirming the first c lks into super becomes even more critical than normal. Rugal is decent at chasing down with N, but really, with all the holes in his offense, it's not that hard to avoid being hit with anything big if that's what the opponent really wants. Regardless, he still isn't bad as a ratio 1, especially in middle position. With some decent JDs and well playedness, using him wildly on the ratio 2 and hitting that super will give your anchor a tremendous lead, and then you can use Rugal's slightly improved zoning game (now with JDs) to stall for time and prevent them from getting back health.

To sum it up, it's a double edged N. Rage is better than stock, but his no rage damage potential completely sucks, and poses almost no threat. He simply doesn't gain the advantages other characters get in K, rather, he's like a double edged K character too. Really really sucky without meter, so dangerous when raged that everyone will run away.

A-Groove

A really really big gap between this and K. Except to suit other characters, Rugal gains no advantages from being in A-groove. He does a lot less damage than his other grooves and his CC is setup off his godpress mostly. Work very hard to hit a godpress for 8k damage in A, or 10k+ in C for less work, slightly more meter, and more versatility otherwise. Not to mention there are tons of better characters in A, and that he's not that great at gaining meter.

Just a very toned down C-groove. Rugal falls to lower mid tier in A.

S-Groove

The only people good in S are the ones with spammable level 1s. Rugal doesn't fit in that category. Like most people in the game, this is his worst groove. He especially sucks compared to other S characters because he's all about that one big money shot, not wasting hard earned c lks into 3k damage. And as always, he sucks when he's dead meter.

Random Tricks/Notes

Instant Overhead

His low jump hk instant overheads on crouching Sagats and taller (check height data above).

Pseudo Hit-Confirm Low Crush -> Super

Like Third Strike characters (and Kyo to a lesser extent), his st mk removes the front part of his ground hitbox, at the same time, has a hitbox there, effectively beating any low hitting limb clean 100% of the time. If you think they're gonna go for an almost max range low, press st mk -> super. If they press it, their foot will miss you (cuz you lifted your lead foot), you'll kick their foot and slam them into some walls. If they don't, you whiffed a decently fast normal they probably won't punish you for.

Wave Dash

His dash seems to have 0 frames of recovery after he stops moving and 0 frames of startup before he starts moving. The frame data on it would be 0/##/0, if you consider movement frames as "hitting" frames (NOTE: actual frame data unknown). This means if you link them perfectly, he'll resemble MvC2 Magneto.

The 0 frame recovery is also perfectly for dash up throws, c lks, meaties, RC, sweep, desperation dash in -> RC godpress, etc.

Example, you can do c lk -> wait -> c lk x2 -> dash forward -> throw/more c lks/RC, until you finally hit something. Obviously, it isn't foolproof.

Meaty Knee Fake

His close st lk and st mks look identical, however, their actual frame data is a world of difference. Obviously, the lk is tons faster and stuns a lot shorter. Use lk early to bait DP, or late for tick throw or Ken style delayed lk chains. Very good for mental pressure.

Effective Godpress Cancel Range

His godpress will always combo off a point blank c lk and his close standing mk/hp/hks. However, when cancelling from a c mp or mk (the most common cancel into special normals in any Capcom 2D fighter), you have to be careful, because on a non CH, it will not combo if your c mk leg is less than half inside the other guy on impact. A CH only gives you a slightly larger margin. Hitting a whiffed DP with a c mk -> uncombo'ed godpress is one of the worst mistakes you can make. The solution? Dash forward first or if you have run, run in for a close st hp (cl st hk only comes out at almost point blank). If neither of those are an option, either use the meter for at least a level 2 grab, do a godpress alone, or just sweep them for 1500+CH bonus.

Godpress Distance Properties

Depending on several factors, Rugal end up at a different distance from an opponent after a hit godpress. The further you are from the target and further you both are from the corner to be slammed, the further Rugal will end up. This is important because in certain cases, Genocide Heaven will NOT reach. There's also a sweet spot where it will reach, and allow you to cancel into a whiffed lk genocide cutter on the last ground hit, then hit them with both hits of a hk genocide cutter for a 2 levels only, more damaging and uberly combo video flashy C-cancel combo. A demo of this is available at Majestros's site (www.sonichurricane.com) in the reversal video.

Guaranteed c lks

Not really guaranteed, but because of the humungous hitstun on his dive punch, if it ever gets JD'ed at a proper distance (that is, you're not doing something retarded and aiming at a standing Sagat's head), you can hit them with c lks before they come out of JD stun (which unlike normal blocking, they cannot freely stand/crouch block).

Guile-style Anti-Airing

His normal antiairs aren't perfect (though work better than Guile's), and RC godpress to AA is very tricky to pull, putting yourself at great risk. So, if you have the lead and only need to turtle on it, and want to guarantee yourself that you won't take damage, throw a RC lp repuken. It works almost exactly like a Guile RC lp sonic boom anti-air, except since it's a ground projectile, it will never knockdown and is less effective. Rugal can, however, tag on a free normal after for a very nice damage anti-air.

The Better lk Cancel

His far st lk stuns exactly 2 frames longer than his c lk, and is 200 damage stronger. This is critical when cancelling into a level 2 grab super, because it will not combo if you cancel too slow or some too far. Therefore, when doing c lks -> super, always end the lk chain with st lk. Not only will it be more damage and safer, it means you've already inputted the qcf part of the motion, and therefore have less work the finish the cancel, essentially cancelling faster, making it even more safe.

Head Dodge

His c hp moves his head down and forwards, effectively removing his hitbox here. He's still pretty tall, however, there's one very critical use for this, and that's anti-airing a far Sagat j hk to the head. Rugal will duck the kick and reach under to stab Sagat in his back leg. May also work for other j hks with similar properties, though I can't think of any at this moment.

Magic Anti-Low Jump

His c mp, for some odd reason, seems to beat every low jump normal in the game clean timed right, except in the case of a Sagat lj hk to the head, in which case you use the above.

When In Doubt...

Press c mp. It comes out in a swift 4 frames and will stuff almost all lower mids, and decent trade with most mids. Unless of course, you think they're gonna go low. In which case, scroll up to the low crush trick.

Matchups

Blanka

Sagat

Cammy

Vega(claw)

A lot of people have problems with this match, but it really isnt that bad for K-Geese. I feel like Geese is a counter character for defensive Vega and that he just has way more options than an offensive Vega does. Looking at Vega's game plan, he wants to keep you out with long range pokes, jumping up and down, and rc claw rolls. His damage comes from nickel and dime hits like strongs, slides, and anti air roundhouses. He can combo his super off of low short and he has an okay custom but its nothing compared to the hurt Geese can cause off of one jab. The big difference, though, is that the Vega player has less execution required of him, and therefore if you don't execute properly you can lose. But Vega is weak to K-Groove in general(can't match the damage output and almost none of his attacks are safe when JD'ed), and Geese especially can give him a hard time.

One thing you don't want to do is throw fireballs too much or do low roundhouse xx fireball. Vega jumps fast, and those are all free jump kicks for him. You really dont need your projectile in this fight. Any wall flying nonsense he does loses to jump strong or roundhouse, but a good Vega will barely use this move.

The first thing to deal with is Vega's pokes. Common attacks youll see are low strong, stand strong, low roundhouse, and low forward. All of those yield a free sweep or low forward xx super when JDed except low forward, and low forward gives frame advantage to you when JDed, not to mention that it is similar in range to many of your own pokes so it shouldnt be too abusable at all. If you can't/dont want to JD then these will give you a harder time, but you can still fight with them. His standing and crouching strong are both fast but if Geese is poking with him then you can beat them clean with like every button on the cabinet if the moves are done simultaneously. Both those attacks are completely stuffed by your standing fierce, strong, low forward, and standing forward. You can also trade with them with your sweep for a knockdown in your favor. As for his crouching roundhouse, it is a laggy move but it does beat most of your common pokes. It loses to pokes that Geese doesnt usually use, for example you can stuff it with low strong or more safely/usefully with your stand short. Stand short stuffs the slide every time easily. It will also usually trade with your standing roundhouse heavily in your favor. You could also jump over it and land free combos or JD it as said before. His low forward is the only move that is safe if JDed but you can outrange that with your standing roundhouse and sweep pretty easily, and this move is stuffed completely by stand short also. The reason people get out poked by Vega is because they whiff moves out in front of him and he reacts with his attacks. The moral of the story here is "don't kill yourself, make him kill you". Just attack him. Take a few hits, but get inside and work your counterhits and throws on him. Feel him out, see how he reacts when you just walk up to him or run at him and dont be afraid to eat a couple hits here and there. You know how to beat his pokes, and if he doesnt poke and instead walks back and forth trying to make you whiff him, dont fall for it, run right up to him and force him to poke with you. If you can get him to trade hits with you and stop dancing around, you will win the ground game.

The next tactic that you'll have to deal with are his jumps. Vega jumps very fast, and they like to jump up and down to waste time and force you to make more mistakes. Luckily Geese doesnt care about that because you can stop every move that he has in the air with your jumping strong, so if the Vega is jumping up you have to react quickly with this move. Low jump strong usually works best as it puts you in a better position afterwards. Also you can jump in on him as he jumps up and time your crossup to force him to block it when he lands. If he has air block, do the jumping strong anyway, even though he may air block it you will take off a good bit of guard bar damage that way since airblocks take more guard damage. If you are sure he will airblock then use jumping fierce for 2 hits and tons of guard bar damage. A raged Geese does 33% guard damage if the opponent airblocks a fierce.

As for his offensive jumps, this is probably actually the hardest thing you'll have to deal with. At the right ranges Vega's jump roundhouse will stop your antiair fierce and his low jump is very fast. If he jumps over your head your fierce will work wonders but if he jumps out in front of you, it will be often stuffed or at best trade. The best tactic is, dont be at that range. You have to be pretty far from Vega for him to get a clean jump in like this on you using a normal jump, so don't be so far out. You should be in his grill at virtually all times. His low jump is a different story, that is really the hardest thing for Geese to deal with in the matchup. Low jump roundhouse mixed up with empty low jump low short -> combo to super is very very hard to block. Fortunately most people don't play Vega in a low jump groove, but if they do, you'll have to be crafty to counter it effectively. Your low fierce wont work, it gets hammered by his low jump attacks, so dont try it, you are just kicking yourself in the face. The best answer is to JD and then retaliate with your standing close short, if he pressed his roundhouse too early then that is a free hit and if he didnt then you'll still probably counterhit whatever he does afterwards. Make sure and do something nasty if it hits him. Another way to deal with this low jump is to jump up and down yourself from time to time, if you jump up as he does it then you can come down on him and make him block or get hit by your jumpin. If Vega cancels his low jump recovery into a backflip, thats a free hit for you, take it. But really the only easy way to deal with his low jumps is with JD, other than that it will require some guessing. If he has a super ready be aware of the threat of empty jump low short. Most importantly rush him hard enough that he doesnt have opportunities to jump towards you.

The next thing to be aware of are Vega's anti airs. Usually Vega players like to press Roundhouse which works like a charm against most opponents. Geese however can beat or trade with this move almost every time with an early jumping forward kick. So Vega can't rely on this move to antiair you. Also, if you JD this move close to him, you get a free roundhouse kick to his face. Be aware of Vega anti airing you with his air throw, and make sure to kick a little early if you think he will try this. Vega's low fierce doesnt work any better than his standing roundhouse. If he is charged, he may go for a flipkick, and this is the only thing that will really work well. However this isnt SF2 and this kick doesnt have invincibility frames, so if he doesnt do it fast enough it will lose also. If he does do this quickly it will anti air you, so be wary of jumping too predictably when he has a charge. If you JD both hits of this, then you can force him to block your jumpin afterwards. The only thing he has left to try on you is his RC roll claw. JD this and you can do a whole combo on him when you come down, not to mention getting hit by this out of the air barely even moves your life bar, so don't worry about it too much. Basically the only way Vega can stop your jumpins reliably is by jumping up and down himself and air to airing you, if you can make him stay grounded then you can jump at him pretty liberally with Geese. His Red Impact can be JD'ed pretty easily also if you can bait it on a jump, and his flipkick super does weak damage as an antiair.

The thorn in a lot of players' sides in this matchup is Vega's RC roll claw, and it is somewhat annoying to deal with but it can be handled and punished very severely if you predict it. Your counter depends on the situation. Wake up RC roll claws are very easy to seriously hurt with Geese, just hover around the opponent while he is down and jump vertically at the last moment. If he does the RC, he will either recover right under you and get hit by a whole crossup combo if he does the Jab version, or if he does any other version he will be totally vulnerable to any run up combo you want to do to him from behind. This is the most damaging and easiest way to counter this. You can also use your HCB+Jab to counter it at close range or throw it during startup.

Roll claws from around low forward range can be handled the same way, the last upward hit of the roll claw totally fails to anti air Geese's jumping up forward kick. It is also easier to react with a HCB+Jab at this range. The only difference is you can't throw it from this far.

Roll claws from around the tip of Vega's low strong range are even easier to deal with, all of the above tactics work and also the invincibility of the move will have actually run out before it reaches you in this case. The invinciblity of a RC rolling claw lasts until he finishes his first "bounce" on the floor. After that, he is hittable, and Geese's stand fierce punches the rolling claw cleanly. No matter what version he does, if you are at a long enough range that the first bounce of the rolling claw does not reach you, just press a well timed fierce for a free counterhit.

If Vega loses his mask, he becomes the weakest character in the game defensively. To put in in perspective, an equal ratio Vega with no mask takes 100% damage from Geese's crossup 60 stun combo and dizzy followup. Not many characters can say they have a touch of death in CVS2. So if he loses his mask, that's even more reason to get in there and trade hits with him. If you are raged, then fierce punch counterhits against him when he has no mask take off over 20% of his health.

Basically in this match, you have much better offense and you have the tools to penetrate all of Vega's best defense. If you play his game and fear him, letting him dance out of your range and punish your mistakes, then you will lose, but if you get in there and trade hits with him, forcing him to press buttons without waiting for you to press them first, you can beat any similarly skilled Vega with Geese very handily. Vega just can't take off 80% off of one jab the way that Geese can and he can't compete with your ability to guard crush and counterhit.

  • your fierce, low forward, and stand forward all stuff Vega's strong punches, but be careful not to whiff moves in front of him recklessly
  • you can stuff his slides with stand short or jump them and do a combo
  • all his medium and heavy ranged normals except low forward are punishable when JD'ed
  • if the opponent dances in and out of range, don't play along, walk or run up to him and make him fight you and don't fear eating a few pokes in the process, especially when raged
  • Geese can stuff cleanly all of Vega's normal move anti-airs with jumping forward
  • punish RC roll claws by countering, jumping vertically and landing with a combo, or pressing standing fierce after the first "bounce"
  • if Vega jumps vertically react with your jumping strong, unless you know he will airblock in which case use jumping fierce
  • low fierce will only antiair Vega if you are under him in a normal jump, if he is out in front you should JD or move out of the way. Don't hang out this far from Vega often
  • JD then press close short to counter low jumps, or try to jump to avoid them and retake momentum

Sakura

This match is hard, probably the hardest one in the game for me at least if it is A-Sakura(which it usually is). K-Groove already has problems with A-Sakura and Geese has an even harder time than most because even without meter Sakura has the tools to keep Geese out better than even some of the top tier characters. Her stamina and damage output are low compared to yours, but you are going to have to rush her down mercilessly when her meter is empty and then be very careful not to get caught blocking her custom.

The first thing you'll run into fighting her is her roundhouse. Geese does not have an easy answer for this. All the moves you have that can counter it require you to whiff the move in front of her and try to hit her limbs, because her range is much longer than yours, and even if she whiffs this kick right in front of you punishing it with anything is pretty difficult. It is also totally safe if Just Defended. The one thing that helps though is that this move does the same damage as one of your mediums...but it is her roundhouse. So it is recommended that you rush her and force her to react to you with this move, then you will get chances to trade with her using one of your knockdown moves and take control. There are 2 moves that you'll use often in order to punish her standing roundhouse, and that will be low forward and towards+fierce. Your low forward beats this move cold, but you have to press it at a range where the low forward wont actually contact Sakura's body(i.e. hitting her limbs). So if you guess wrong and she doesn't press the button when you think, then you may get kicked in your recovery. Use this from time to time to get her thinking about punishing whiffs, and then you can run in closer since they wont just be pressing roundhouse every time you walk towards them. Your low fierce and standing strong and forward will also stuff her roundhouse if you put the hitting frames right in front of her sprite, and there is nothing that will get in her head more than hitting her limb with low fierce from a character width away and cancelling to super. Don't be afraid to put those moves out there, it is ok to eat a few roundhouses because you whiff but just don't get dizzy and keep the pressure on. As long as you mix up the timing of the attacks on your approach, she will have to think about when to press her button as every trade is in your favor, even when you trade a medium for her roundhouse because of your higher base damage. You really have to kill her or wound her severely before she gets her meter, that is priority #1.

Another good move for this is towards and fierce. Against top tier characters who can all poke -> super you and who all do comparable damage to you, this move really isn't that good to abuse except to crush guard, but against weaker damage characters like Sakura it is very helpful because even if you get poked for it a couple times, all you gotta do is trade with it once and you can make all that damage back and get a knockdown. As long as the hitting frames of this move are out(14 frame startup) it will at least trade with anything that Sakura does. It is also very meaty and will sometimes stay out so long it'll still hit the person after they think it has already whiffed. If you trade with her using this move, it is heavily in your favor as this is one of the most damaging normal moves in the game, and it will knock her down. Throwing this move out at just outside her roundhouse range and trading with her a couple times will also make her think about just sticking it out whenever you get close, and once you have her hesitating to press the button then you will get more chances to move in for the kill.

Properly ranged standing roundhouses will beat or trade in your favor with her roundhouse pretty convincingly, but be careful spamming this as her roll is very fast and you could eat a combo.

And the final approach is the most obvious but must be done sparingly or else you will really hurt yourself, jump. If you jump right when she throws out this move, she won't have time to get her normal move anti airs out and she will be forced to block it, and then you are in your good zone.

Whatever you do don't let A-Sakura sit and throw roundhouses and dive kicks while you watch, always pressure her when she has no meter. If you let Sakura charge her custom without challenging her, then you are giving the match away completely.

You cannot do low roundhouse xx Reppuken safely on Sakura unless she blocks it from the very tip. She can always RC medium hurricane you in the face every time you do this any closer. However since she knows this you may be able to do a blocked low roundhouse to bait her into the kick and then use your counter, as long as you do it sparingly.

Jumping in on Sakura is difficult at almost any angle. Her low fierce and close fierce stop pretty much all of Geese's jumpins cold, her close fierce even hits behind her head and hits crossups. Add that to her very short character sprite giving her plenty of time to react to jumps, and it makes jumping on her without a knockdown setup very difficult. So unless you are jumping over a roundhouse or a RC fireball, jumping toward her is generally not advised. Note you can often punish her anti airs after you air Just Defend, but be aware of her airthrow. Her RC Jab uppercut can also be a problem, the only way to beat that antiair is to Just Defend, but this will only work if you jump out in front of her. If the opponent doesn't use rc jab uppercut, then it is somewhat safe to jump out in front of Sakura as long as it is far enough away that low fierce won't reach you. You may be able to get her to whiff a low fierce and take some free hits.

The next thing to be aware of are her RC's. She has a good set of RCable moves, like her fireball and her hurricane kick. The fireball will have to be contended with by jumping or throwing the startup, but if you guess right and jump as she does this move you can get a free combo.

Her RC hurricane can really give Geese a headache. The roundhouse one connects on a crouching Geese for all the hits, and it is safe even if fully Just Defended. In order to punish this move you are going to have to anticipate it a bit, but there are several ways to punish it depending on range.

If she uses it at point blank(as a wake up, to break out of your pressure strings)then you have 2 things you can do. The most obvious is a high counter, but that will be total guesswork. The other more rewarding thing to do is to randomly jump straight up during your pressure. If you jump up when she does it, then you can come down and punish her with a combo, and if she does not do it when you think, then just come down with your forward kick and keep attacking.

If she uses it from roundhouse range as a poke, then both the above options work and also you can hit her out of it at long range. Her invincibility runs out after her first kick, so if you are far enough away that that whiffs you you can just press low fierce and hit her out of the 2nd kick. It is alot easier to reactively counter this move at poking range, also.

Her dive kick can make her somewhat hard to antiair. If she dive kicks quickly, it is very hard to get your low fierce out there in time. If you Just Defend a divekick from anywhere other than right at your feet, you can get a free punch throw or you can counterhit anything she might do after with your close short. However be aware that this is a common setup for a custom combo.

Sakura's roll is very fast. Be careful overusing fireballs or your laggier normals like standing roundhouse or low roundhouse from too close, and always be ready to punish her roll.

Sakura's custom combo is going to be what kills you in this fight. If you even get caught blocking it, then you will take 60-70% damage, so in order to fight her custom you are going to have to totally avoid it.

Once Sakura gets her custom you will have to go into defensive mode. Rushing and looking for counterhits is very dangerous when this custom is there, you can rush but then after one or two blocked hits jump away and try to bait the custom. If you can make her waste her meter, then you can finish her off usually before she can get another. The safest way to avoid a custom that you think is coming is to jump back, as she can't do anything to you if you do this. Another riskier but more rewarding thing to do is to jump up, and try to hit her with a jumpin while she cannot block, but be aware that she can just switch to her anti air custom if she sees you do this. Her anti air custom is alot less damaging, though, so this may be wise. You can also HCB counter the first hit of the custom by inputting the HCB motion when you think she will do it, then if you see the flash just press your button immediately after it and you should counter her move(she usually starts her custom with her standing roundhouse, but some Sakuras start it low). This same thing can be done with either of your supers, also. Finally if you Just Defend the first hit of her custom, you will be able to HCB counter the 2nd hit or use a super before the 2nd hit, so if you must block then at least try to JD and give yourself a chance. Don't anti air her with low fierce predictably, because she can jump in and activate through it. Use jump back roundhouse to anti air more. If you block/Just Defend a dive kick, be ready for a custom activation right afterwards. It is best to jump away or up after blocking the dive kick so after she activates you are safely in the air, but you can also super or counter her if you are sure.

Be especially ready for the custom if you are raged, Sakura players will often wait till you are raged to use it as it wastes all your rage time. Try to counter the custom with your super if you predict it.

  • Don't let her charge meter, be very aggressive against a meterless Sakura
  • Poke with her limbs occasionally with your towards+fierce, low forward, stand roundhouse, and low fierce, trading hits with her is in your favor and will help you get in closer by making her hesitant
  • Jump over her standing roundhouse and RC fireball in order to get inside easily. Jump vertically or counter in order to stop her RC hurricane, or low fierce it after the first kick misses
  • Be aware of her fast roll and be on the lookout for it, especially if her meter is charged
  • Antiairing dive kicks can be difficult with your low fierce depending on the range, try jumping back with roundhouse or Just Defending then throwing with punch or pressing close short for a counterhit
  • When Sakura has meter, play defensively and bait her custom whenever you think it is likely. Be on the lookout for common custom setup gimmicks, like roll, empty jump, dash, or blocked dive kick/hurricane kick followed by activation
  • Be especially ready for a custom activation when your rage meter is active, as many A Groove players prefer to activate then so as to waste your raged time
  • Customs can be countered most easily by jumping back or up right before they activate, or for more risk but greater reward you can super or HCB counter the first hit of the custom by inputting the motion before the custom flash, then just pressing the button afterwards
  • Be aware of jump in customs, don't always antiair with low fierce when custom is charged
  • If absolutely necessary it is possible to JD the first hit of the custom the counter or super her out of the 2nd hit

M. Bison(dictator)

Rolento

E. Honda

Iori

Chunli

Balrog(boxer)

Rock

Hibiki

Athena

Yamazaki

Kyo

Haohmaru

Guile

Ryu

Ken

Zangief

Dhalsim

Morrigan

Dan

Eagle

Maki

Kyosuke

Yun

Akuma

Terry

Ryo

Mai

Kim

Raiden

Rugal

Vice

Benimaru

Yuri

King

Nakoruru

Joe

Todo

Chang