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发表于 2009-11-21 22:35
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======WHAT TO DO AT CLOSE RANGE=======
Rugal is at his best when he is about one character away from the opponent.
Rugal's main weapons at this distance are his Crouching B and his Forward + B. They both
have very good range and very good speed, but have very distinct differences:
Low B: It must be guarded downwards, it cannot be comboed.
Fwd B: The second hit cannot be guarded downwards. First hit can be comboed.
Thus, using a combination of both can surprise the opponent.
The low B can taunt the opponent to jump in, since there is no way they can roll in without
damage against Rugal's low B. Thus opponents become easy target practice for his D button
genocide cutter, and if Rugal is lucky he can connect it to a Godpress. If the opponent keeps
on guarding, try the Forward + B to intimidate their guard.
The forward + B is especially intimidating to the opponent not only because Rugal has a quick
Low B and thus can pressure the opponent to change guarding positions, but since they cannot
take the risk to counter it: Rugal can just go and shoot out the second kick, or cancel it into
a special move. Either way, the opponent will end up guarding upwards in this situation, giving
Rugal a "mind-game" advantage to pressure the opponent. The Forward + B's second hit always knocks
the opponent down if it hits them in the air, giving the move even greater priority. However, do not
abuse the attack since Rugal is very oponed for attacks if it misses or gets rolled through.
If Rugal wants to combo from the first hit, he should shoot a Reppuken if the opponent is very close
since it comboes but is hard to be countered, and a B button Genocide cutter if the Forward + B hits at
the tip since this is hard to counter as well but still comboes. However if Rugal wants to be ambitious,
do his Godpress from the forward + B and it will always connect on a hit.
If the Forward + B or Low B no longer hits (or barely hits), Rugal can do one of three things- hop in
with an attack, footsweep with the D, or wait for the opponent to make a stupid move and counter.
Do not do a far C since it can easily be countered.
If the hop/short jump attack makes it in, combo them and take them to the edge with his Godpress.
If it gets guarded, reposition Rugal poking the opponent with the Low A and B, and do the whole "poke
with Low B and Forward B" phrase again.
If the footsweep gets guarded, Reppkuen or Genocide cutter the opponent, and do a Kaiser
Wave (Weak version) every once in a while.
Another one of the good ways of attacking is to suddenly dash in or roll and attack with his fierce C, since it comes
out fast and has a very good reach for a close attack, plus it cannot be countered since he can safely connect it to a
Forward B and a Reppuken.
If Rugal is at an disadvantage in close range, there is basically only three ways of escaping out of
the pressure since most of his moves are slow. Unless he is cornered or the opponent just keeps on
rushing attacks, none of the following is recommended- just roll back, jump back or wait for the
distance to settle.
The first way is to attack with a genocide cutter. This will generally get hit before it
comes out if done against rapid weak attacks, but it can "hit and get hit" on a 50-50 basis
on most other moves.
Rugal's second form of escape is with his Godpress. since his Godpress comes out very
quickly (it can even combo from a weak attack), Rugal can grab the opponent and take them
to the other side, turning the table totally backwards. Even in a "hit and get hit" basis
Rugal will have some advantage since the opponent will fly into mid-rage territory.
However, the Godpress will open Rugal up to true doom if it gets guarded.
Rugal's final method of escaping is with his CD attack. However, since his CD attack is
strong upwards and not sideways, it can miss an opponent poking with a long attack.
Try not to get cornered at all cost. Rugal has space in the back to escape if in the
middle of the stage, but not in the corner.
Also, since rugal does not have a special throw, he will have to use a normal throw against
guarding opponents at times. When this situation happens, do not throw with the C button-
throw with the D since his C button throw does not afflict consistant damage. It is also useful
when Rugal is cornered since the D button throw changes the left and right positioning to the
opponent. However this also means that he should not do the D button throw if he has the opponent
cornered, sine he will put himself there instead.
SUMMARY OF CLOSE RANGE----------
- Poke opponent with Low B and Forward B: it's intimidating
- Reppuken from Forward + B when close, Genocide Cutter (B) when far
- Godpress from Forward + B if willing to take risk
- If B's no longer is in hitting range, D Footsweep, hop in or wait for Godpress Chance
- Throw with D, not C
-If cornered, Genocide cutter, Godpress or CD cancel to even the score
-Evening up the score at edge of screen is Kamikaze, but it's better than not retaliating
=====WHAT TO DO AFTER CORNERING THE OPPONENT=====
Thus so far, most tactics for Rugal result in the Godpress of the opponent- which means they
will be taken to the edge of the screen.
Once the opponent is at the edge of the screen, Rugal is free to pressure them with his jump
kicks, weak attacks, etc etc- all as your wish desires. However, here are a few tips.
1-
Poke the opponent until one or two character of a space is left between Rugal and the opponent.
Then Reppuken them.At often times the opponent will try to retaliate and miss, giving Rugal a
chance to do his Godpress ath them again.
2- Pressure the opponent poking them with moves, and then suddenly do a Deadend Screamer-
since this is at the edge of the screen and the opponent cannot roll backwards, the only thing
they can do in jump.
3- Do not allow the opponent to retaliate and let them get away with it. Make sure Rugal always
has the advantage of position over the opponent even if it damages him a litle.
4- It is not a good idea to roll in since Rugal cannot go in the back of the opponent in this
situation.
5- If you are far away from the opponent, try shooting a Reppuken so that it will hit the
opponent just as they wake up. And when Rugal recovers from his projectile lage, do the
Deadend Screamer immediately. Many opponents will not be able to react on time and get hit.
=====HOW TO JUMP IN=====
Rugal's jump attack with the D has very excellent priority sideways and is a good starter
to put a rush on the opponent. Try to always use the D when jumping in and sometimes C or
CD, since his A and B have very short range and priority.
Rugal can play it safe and make the tip of the D kick hit the opponent, in which case
he will not be countered even if guarded at a high point since there will be plenty of
distance to the opponent.
If you want to be ambitious, you can land the kick low and connect it into a combo,
but if Rugal gets guarded, a quick A punch right on the land is recommended since his
other moves take time to come out. Guarding is another option, but since Rugal has a
hard time to change to offense after guarding, it is suggested that he hit the opponent
even if he gets hit with a weak attack as well. However, if the opponent is a throw
character, try to backjump with a B or D attack since chances are his A will not even
make it before he gets thrown.
However be warned that Rugal's normal air attacks do not have much attack range
downwards in general, and can sometimes miss crouching opponents even when executed on
the downfall of a jump. His C attack seems to have a *bit* more range downwards than the D,
but not as much sideways. His B attack has an extra *bit* of range downwards than the C,
but it is still pitiful. His CD attack is reccomended for players who just keep on ducking
since it has a nice attack range downwards, but it cannot lead to a combo.
Also, since Rugal's normal jumps are fairly slow, it is reccomened that that he only
jump in with either a short or a high jump, depending on the distance to the opponent.
This also means that Rugal is a hard character to do comboes from a jump (since his attacks
do not have much range downwards and his jumps are slow), so his attacks must be done deeply
to connect.
SUMMARY OF JUMP---------------
-Use D (or C) to jump in: has horizontal range
-Rugal's downward range in jump attacks aren't excellent except for CD attack
-A and B attack sucks
-Rugal's normal jump is slow
-Rugal is hard character to combo from jump attack
-Jump in with Short Jump or High Jump
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