Name: God Rugal FAQ GAME: Capcom Vs SNK 2: Millionaire Fighting 2001 BY: Tony "Lee" Yang LAST UPDATED: 09/14/01 VERSION: 0.5 LEGAL MUMBO JUMBO --------------------------- Ok, I took my long hard time to find this game and download it and copy it and then I took all the time in the world, PLAYING it. This is my first attempt at an FAQ, so I picked a game, that has very few FAQ's available FOR it! That way mine doesn't look so bad! I'm not really sure what's supposed to be said in the legal disclaimer part. Just don't rip off my work ok guys? INTRO --------------------------- The day I finally got my hands on a bootlegged copy of Capcom vs. Snk 2, for Dreamcast (here on will be referred to as CVS2) I was in tears. I am a HUGE CVS1 fan, I don't boast myself as being good at either CVS1 or CVS2, but I like playing it, so that is why I am writing this FAQ. You won't find any outstanding chain combos or linking combos here, generally cause I don't know how to do any yet with God Rugal. But on with the show! CONTROLS --------------------------- This here is the basic control setup when your character is facing right. As you would be if you were player 1, well, I'll do this when I see it in the arcade. As for the Dreamcast paddle, the layout is pretty simple: ub u uf X = Light Punch \ | / Y = Medium Punch b -- O -- f L = Hard Punch / | \ A = Light Kick db d df B = Medium Kick R = Hard Kick Simple right? Most like any other Capcom fighting game layout. As you may have noticed the SIX-button layout has returned. BASIC COMMANDS --------------------------- Roll (LP+LK) - Let me tell you, I might not be that great at this game, but I do know that rolling was a HUGE part of CVS1, and I guess the people at Capcom & SNK figured that out. The rolling has been weakened a LOT in the second installment, no longer can you roll, roll super, most importantly God Rugal DOES NOT ROLL, even in either C, A, or N groove, he sorta leans forwads and dashes, rather than rolls. He is although somewhat invulnerable here. It's a great way to pass through projectiles!!! - Grooves: None. Dash (f,f or b,b) - God Rugal does this semi-teleporting type dash, where he is totally vulnerable, he goes a pathetic distance, and is a large target as he is very tall. I don't dash too often. I doubt you will either. - Grooves: C, A, & P. (notice it spells "cap") Power-Up (S-Groove only)(HP+HK) - By holding down HP+ HK, characters using S-Groove charge up the super meter at the bottom of the screen. The bar seems longer in CVS2 and therefore takes a few extra seconds to charge. I time the entire charge to be about 3-4 seconds. God Rugal crosses his arms and the ground around him glows, nothing really different than Rugal's charge up from CVS1. Super Jump (d + u, uf, ub) - Umm, pretty much what it sounds like, a jump that goes higher and further than a normal jump, the shadow trail still follows. I don't notice as much of a height difference for God Rugal, more so than a distance difference. Throw (near opponent f or b + HP/HK) - God Rugal has two throws, much like everyone else, depending on if you hit HP or HK, the HK one seems to be the funniest, he grabs the opponent by the scruff of the neck and whips them to the side of the screen (entire length). With HP God Rugal will grab them by their neck, charge them up with some sort of "evil" power and then tosses them aside also. Slow Stand Up (hold LP+MP while being knocked over) - This is weird, I don't get the point of this move, seeing how it has to be done AS you are being knocked down. But oh well. Every game has its stupid commands. Taunt (Start button + LK OR LP+LK) - God Rugal extends an arm and says something in Japanese, for the LK + start taunt. When you press, LP + LK he crosses his arms and leans in and says something again in Japanese. I don't know if it is an "official" taunt, but it left me helpless so I consider it a taunt. Run (f, f hold f) - God Rugal leans in and well, runs at his opponent. Not to great of a "move" per say, he covers the screen fairly quickly. I do it to reach dizzied opponents quickly. That's about it. - Grooves: S, N, and K (Notice this spells "SNK", how clever!) Small Jump (tap UB, U, UF) - A somewhat useful move say, if there is an SNK style projectile coming along the ground, God Rugal seems a little large to make use of this technique to its fullest potential. He can't jump over regular height projectiles, using this move. So I just don't bother. Ha ha. - Grooves: P, S, N, & K. Counter Movement (F + LP + LK OR B + LP + LK) - When you do this, your character breaks his/her block stance and will roll to forward or backwards depending on your button presses, and will be waiting to attack. Best reserved for "longer" supers that were missed, or "body attacks" like E-honda's Sumo missile or Blanka's Roll attack. - Grooves: N only. Counter Attack (F + MP + MK) - Oh the horror! When using this properly you can anhilaite opponents, somewhat like the alpha counters of old. This move is done right after blocking an opponents move, and the move is pre-determined for each character. God Rugal, spits out a MK Genoicide cutter. At close range that tacks on for THREE hits. - Grooves: C, A, S, & N. Dodge (LK + LP) - If you wanna piss someone off, learn to do this move, and learn it well. Whiles its not quite a parry, its like a sidestep into the background causing any attack for that half-second to miss. Its annoying as heck when the computer does, and even more frustrating to your opponent when you dodge his attacks. Extremely useful for a large, "in-close" style player like God Rugal, say you jump in and your opponent tosses out a projectile, you dodge, and your opponent is left helplessly standing there awaiting punishment. Can you say LK, LK, Genocide Cutter? - Grooves: S Only. Safe Fall (D + LP + MP + SP) - Input this command the second God Rugal's back is about to hit the ground and you will see him "hop" back up. Kinda useless, saves you a bit of energy, but your totally vulnerable during the hop. Blah, I never use this that much. Only for show. Like I said, I am not the greatest player, I am sure there must be some use for this move. - Grooves: A, N, K. SPECIAL MOVES --------------------------- Reppuuken: d, df, f + punch - A standard ground projectile like we have all come to love in the SNK series. Nothing to spectacular here. Kaiser Wave: f, b, db, d, df, f + punch - The other loveable preojectile from the SNK series, the "over-compensated" fireball. This thing is huge. It makes jumping over nearly impossible unless the super jump at the right time. You can charge this move, the more you charge the further God Rugal leans back, max three hits though. It will auto fire if you hold too long. God Press: f, df, d, db, b + punch or kick - You see God Rugal stand for a second then dash off after his opponent. If he connects, he continues to run and slam him/her into the wall, for a nice piece of damage. Now don't miss. Cause if you do, you stand there like a duck waiting to be shot. Also there is a kick version of this move with where he does pretty much the same thing, but this time if he grabs his opponent he charges them up with some kind of energy and the opponent "explodes" (it's the best way I could describe it), The strength of the punch or kick determines how far God Rugal will run after his opponent. LP will cover almost the entire, screen while HP or HK will cause him to keep running till he hits a wall or his opponent (blocking or not). LK, will run about HALF the screen, while HK will do the same as HP. MK and MP are about entire screen lengths each. Fairly high priority. I have seen Shoto's dragged out of their hurricane kicks. Cool eh? Dark Barrier: f, db, d, df, f + kick - It's a green "shield" that God Rugal has on his hand. This move is pretty slow on start up so beware. It will reflect any projectile, so it's kind of useful. ONLY good for one hit. Anything more will hit God Rugal. So be weary, blocking a super haddoken from Ryu, will be painful. Oh yeah, you can also "hit" the opponent with your shield. Providing they walk into it of course! Strength of kick determines how long it stays out there. HK being the longest, and LK being the shortest. Genocide Cutter: f, d, df + kick - What a crazy move. This is his bread and butter, folks. If you can click with this move each time the opponent jumps, you have won half the battle right there with one move. This move has higher priority than "regular" Rugal's Genocide cutter, and the HK version of this one tacks on another HIT!!! Meaning your opponents, air-game has gone down the tubes. Also toss in the AMAZING combo-ability of this move is downright disgusting. CLK, CLK, Genocide cutter! Oh the humanity of this move! Although I use this move WAY to often to be good. I still somehow decimate my friends. It's fun and annoying. (And yes, my friends suck worse than me) Dark Smash: d, df, f, punch (In the air) - A useful move I find against NON c-groovers. This move is exactly the same as Rugal's, Dark Smash, while jumping he charges up and dives down at about 45 degrees. With a barrier of some sort of energy in front of him (looks like a Kaiser Wave to me) Anyhoo, like I said, against those who can't air block it can be a pain in the ass to get around. It has decent priority, I am not saying however that well timed LP or LK won't knock him back but it's half decent. Also when playing against projectile players take note that the Dark Smash will cancel any number of projectiles it comes in contact with. Don't pull this move out too often, he is completely vulnerable in the start up of this move, and trust me, the HP version has a lot of it. Ashura Senkuu (Teleport) (f, d, df, f OR b, d, db, b + LK + MK + HK OR LP + MP + HP) - As if this monster wasn't already complete. They decided to whip in a teleport move also, exactly the same as Gouki's teleport, this one might actually be faster. I never use it much but it does have its instances. I find pressing all three kicks or punches to be awkward on Dreamcast. :p SUPER MOVES --------------------------- GIGANTIC PRESSURE: f, df, d, db, b, f, df, d, db, b + punch (level 3 only) - Wow oh wow, this move looks COOL! Not the same gigantic pressure that Rugal has, in this version, God Rugal, grabs his opponent, holds them with one arm above himself, and you hear a series of what sounds like punches, and after he tosses them to the side. Its crazy. You also see Mr. Skull again. A fairly damaging attack, up half or more of your opponent's life can be sucked away on this move. Just don't miss; there is horrible lag time on recovery. Oh did I also mention? You have to be right beside the opponent to grab them. You have to be within the reach of a LP. - Since it can only be preformed on one level, you get 13 hits. :p GENOCIDE HEAVEN d, df, f, d, df, f + kick - Wow, this is another jaw dropper, it might be over done, it might be boring to some, but whenever I see someone get nailed by this super it still looks pretty darn cool. Sometimes hard to get all the hits, be weary, if you whiff, you get hurt. - Level 1 = 3 hits, Level 2 = 6 hits, Level 3 = 7 hits. COMBOS --------------------------- A section still to come, anyone that wants to help can submit them to me, at sweetboyee@home.com I will give credit to all those who help me. BITS AND PIECES --------------------------- Special intros: None to date. Email them to me. I haven't seen any yet, I think I have played everyone. High Scores: My personal groove point highest is 2378. I fought both Vega and Shin Gouki. C-Groove, super finished almost everyone, with 5 finest KO's. Yet to come: I will try and nail down requirements for getting Finest KO's, Fighting the various Bosses (Geese, Vega, Gouki, Shin Gouki, Rugal, & God Rugal). A more in depth look at all 6 grooves, Making the best EX-groove for God Rugal. etc... ANYONE who wants to contribute may do so, once again my e-mail address is: sweetboyee@home.com I will make sure all work that is submitted is properly acredited. thanks! Thanks to everyone who has helped me with this FAQ, and a quick hello to everyone at the downtown, Wizards Castle. Even though we just got CVS1 like 4 months ago, and the Marvel vs. Capcom 2 machine it always broken. We love the place. Even though George "sweet-****" and his cheap: Cable, Sentinel, Captain Commando Team was MY IDEA. Oh well. Shout outs to all who play and waste their quarters there, like me. Oh and a special hug to the wifey who lets me play my video games. Fish poh poh?!?