Name: Rugal FAQ GAME: Capcom Vs SNK: Millennium Fight 2000 BY: Jason "no clever nickname" Min (jason_min@brown.edu) LAST UPDATED: 1/31/01 VERSION: 0.7 (ie: not done) LEGAL CRAP --------------------------- Ok, this here is my first faq, so I'm not really sure what's supposed to go here. Umm, don't copy or modify this document or try to sell it, I guess (heh, like anyone would pay to read this tripe) in other words, *ehem* This document is copyrigh 2000 Jason Min. Oh, and all of the characters mentioned herein are copyright their respective company (Capcom or SNK). That's all. INTRO --------------------------- This here is gonna be a faq dealing with Rugal Burnstein as he appears in Capcom vs SNK. Yup. I am writing this not because I see myself as a particularly adept Rugal player, but because . . . well, actually, I'm not really sure. I guess I just like usin' that crazy Rugal, and wanted to write about it. CONTROLS-for those of you who have never, ever played this game before. --------------------------- This here is the basic control setup when your character is facing right. Meh, nothing too exciting. ub u uf Light Punch(LP) Hard Punch(HP) \ | / ( ) ( ) b -- O -- f / | \ Light Kick(LK) Hard Kick(HK) db d df ( ) ( ) BASIC COMMANDS - moves that everyone has. --------------------------- Roll(LP + LK) -small startup (so you can't roll through a move as soon as you get up) as well as some vulnerability at the end. You're pretty much invincible during the actual roll part . . . oh wait, except for throws. Yeah, you can get thrown out of any part of a roll, and that includes command throws. Roll speed and distance vary from character to character. Dash(f,f or b,b) -quick burst of movement that varies from character to character. Rugal has a pretty quick dash, so don't be afraid to use it. Power-Up(SNK Groove only)(HP + HK) -by holding down HP+ HK, characters using snk groove charge up the super meter at the bottom of the screen. Super Jump(d->u/uf/ub) -Umm, pretty much what it sounds like, a jump that goes higher and further than a normal jump. You get a little shadow trail too. Throw(near opponent f or b + HP/HK) -Yup, good ol' throws. Someone rollin' around like a drunken armadillo or turtled up like a little . . .uh, turtle? Make 'em pay. Slow Stand Up(hold LP+LP while being knocked over) -or whatever it's really called. Your character will get up a little bit later than normal after being knocked down. You can tell you've done it right when you see a little trail of shadows follow you as you get up. Taunt(Start button) -Just for fun. You can't cancel out of taunts in CvS, so make sure you're safe. SPECIAL MOVES - ooo, special --------------------------- Reppuuken d, df, f + punch -your standard SNK-style ground projectile. Punch strength determines speed. Kaiser Wave f, b, db, d, df, f + punch -big ol' fireball. If you hold down the punch button, it will charge up (you can tell what level you're at by how far back Rugal is leaning). At maximum power it does three hits. God Press f, df, d, db, b + punch -After a short initial pause, Rugal runs forward and, if he connects, smashes his opponent into the wall for a nice chunk of damage. If it's blocked? He waits patiently for what will no doubt be a painful counter attack. The LP version moves a bit less than the length of the screen while the HP version will keep on going until it hits either the edge of the screen or the opponent. It can drag Blanka out of his roll, and beats out hurricane kicks too. Dark Barrier b, db, d, df, f + punch -A circular green disk thingy sits on Rugal's outstretched hand for a while. It reflects projectiles, and will hit incoming opponents as well. Dissipates on its own after a while, or if it touches your opponent. HP keeps it out a little bit longer (assuming, of course, that it doesn't touch anyone). Genocide Cutter f, d, df + kick -Ah, how I hated Rugal's genocide cutter in kof '98. Well, this version isn't even close to the 3 hit terror it was in that game, but it's still a pretty ok anti-air move, with good forward coverage. No start up invincibility, I'm afraid, so you're gonna wanna throw it out a little earlier than you would a dragon punch. SUPER MOVES --------------------------- GIGANTIC PRESSURE d, df, f, df, d, db, b + punch -A faster, more damaging, higher priority version of the God Press (with a flaming pillar that contains a skull! Ooh, scary!). At levels 2 and 3, Rugal rams his opponent into both walls. You can snatch folks out of the air with this super, most easily with the level 3 version, but this ain't no Hou'ou Tenbu Kyaku we're talkin' about here, so I usually don't risk it . . .but that's just me. Does more damage than the Genocide Heaven. Oh, and the level 3 version goes through fireballs. Nice, eh? GENOCIDE HEAVEN d, df, f, d, df, f + kick -Rugal does a little kick combo into a genocide cutter (2 genocide cutters at level 3). The startup has the same range as his HK, probably because it is his HK. Look out, if you start it up too far away, it's possible for him to miss the genocide cutter part, leaving you open to retaliation. This is true for all levels. This "you'll hit with half of a super, then get your arse beat" distance is about the same as the range of his c.LK. Remember that Rugal's c.LK isn't really as long as it looks, since his foot doesn't actually hit. COMBOS --------------------------- ok, there are lots and lots of combos that are possible, but I'm not gonna sit here and list them all. Instead, I'm just gonna list the ones that I find useful. Oh, you'll probably notice that none of them contain links. Why is this? Well, it might have something to do with the fact that I suck at linking. Yes, c.LP links to c.HP which combos into both the God Press and Gigantic Pressure, too bad I can't do it with any sort of consistency. Yar. note: all of these combos can, of course, be preceded by a jump-in. The jumping LK is a good one to use because you can throw it out at any time during your jump, and as long as it doesn't hit really high up on a tall character, you can combo once you land, thus removing the need for any sort of "skill" when it comes to timing your jumping attack. j.HK angles down and is pretty good too. It looks something like Yamazaki's j.LK, but it stays out. Normal (ie: non-super) Combos -c.LK, c.LK, LK, Genocide Cutter easy enough, eh? you gotta remember that Rugal is a ratio 3, so even stupid little simple combos like this do a nice bit of damage. You can, of course, lop off a couple of the c.LKs if the range isn't right. -(standing close)HP/HK, God Press yet another easy combo that does nice damage. The standing HP will whiff most crouching opponents, so it's usually best to use the standing close HK. This is the combo I usually go into after a nice meaty j.HK . . . I'm still trying to get out of the habit of using the HP 'cuz it whiffs if they're crouching. Sigh, oh well. Just so you know, a very close range LK will combo into the God Press, it's just that you have to be really really close, so there isn't much opportunity to use this fact. Super (ie: non-normal) Combos -c.LK, c.LK, c.LK, Genocide Heaven/Gigantic Pressure (any level) Huh, looks kinda familiar, eh? Ok, ok, all these combos are pretty boring, I'll do a stylish one next, I promise. -c.LK, c.LK, c.LK, Gigantic Pressure (level 1), Genocide Heaven (level 2) This here combo is for Capcom groovers only, so you SNK-style folks can bugger off. You can, of course, combo into the Gigantic Pressure any way you want, I just find that c.LKs are the easiest setup. Anywho, the only real trick here is executing the Genocide Heaven as soon as possible, since it's not the first hit that juggles, but rather, the horizontal follow up. practicality note: There is no real advantage in using this combo. If you have three bars of super, you're better off just comboing into the level 3 Gigantic Pressure, 'cuz it does more damage and it's a lot easier. Also, it's possible for part of the Genocide Heaven to miss depending on where the combo starts. Oh well, it looks cool when you pull it off. -(standing close)HP/HK, God Press, Genocide Heaven (level 2) The poor man's eqivilant of the above combo. Same rules apply (ie: SNKers continue to bugger off). BASIC STRATEGY --------------------------- Ok, Rugal, as far as I can tell, is a pretty basic guy. If you wanna play keep away, he's got 2 projectiles for you to work with as well as a pretty good anti-air regular (standing HK). If your opponent rolls through a projectile, it's sometimes possible to catch them with a Gigantic Pressure if you start it up righ away. (good way to set this up is to charge up a Kaiser Wave at mid range. DO NOT, and I will say again DO NOT use Kaiser Waves at mid range against characters with a) a super fireball or b) any super with an invincible startup (ryo, kim, terry, iori, etc) you WILL get slammed.) Rugal's roll goes pretty far pretty fast (it gets through EX Mai's fan super without too much trouble) and is mildly deceptive, 'cuz he doesn't actually roll, he sort of slides forward. Since he doesn't have any special moves with start up invincibility, I usually just stick out c.WKs when coming out of a roll. That, or go for a throw. Gotta like them high damage ratio 3 throws. Y'know, I've been harping on the whole "Rugal's a ratio 3 character" thing a lot in this faq, but honestly, that's what I see as his main advantage. He's easy to use, does big fat damage and can quickly take down opponents if you set him up with a good battery character. I like using Yuri in this role, but that's just 'cuz I'm pretty confident in my Yuri. Any radio 1 that doesn't rely too much on supers works fine. For poking, you're probably gonna want to use his HP and c.HP. His HP moves him forward a little, and unlike the standing close HP it will hit ducking opponents. Rugal's sweep (c.HK) is ok, nothing special, so don't try to abuse it ('cuz there ain't much to abuse). His j.HK and j.LP will cross up, but neither of them is all that great at it, especially against slimmer opponents. Oh well, that's what practice is for, I suppose. As for groove selection, well, this is one of those cases where it depends on how you're gonna play. SNK works if you're gonna play keep away, but I like to get in close and use his ratio 3 power, so I usually go with Capcom. Oh, in case you didn't know, a full meter ups the damage done by a character noticeably. Also, though neither of Rugal's supers is hard to combo into, they both leave him pretty vulnerable if they don't hit, so you're not going to wanna just throw them out, which SNK-style playing seems more conducive to. Furthermore, it's easier to sustain that o' so threatening level 3 gigantic pressure in Capcom groove, allowing you to cut down the options of someone trying to play keep away. Meh, whatever floats yer boat. MISC. --------------------------- Rugal's taunt is a quick bow, so it's pretty safe to throw it out. Special intros: vs. Vice -Hey look, it's Mature! Yeah, Rugal's other "secretary" makes a little cameo standing back to back with Vice, then bows and jumps away. vs. Guile -Oh great, seeing this intro means you're fighting Guile. Blegh. Well, anyway, a statue of Guile (much like the trophies Rugal made of his defeated foes in kof) sits in the middle of the screen. Guile throws a sonic boom, slicing the statue in half, then Rugal throws a repuken, finishing it off. vs. Bison -Rugal's panther, normally pretty docile, gets all agitated with Bison, raising its hackles, growling and so forth. Rugal then sends it away, as he always does. STUFF TO DO --------------------------- 1. - full normal move list (blegh, does anyone actually want this?) 2. - organize and expand on basic strategies section. 3. - perhaps a few link combos once I get linking down. 4. - correct numerous spelling errors. 5. - I dunno, whatever else people want . . . assuming, of course that people actually read this. Meh. So, there you have it. Questions/Comments/Concerns/Ideas I Can Steal From You? (Heh, j/k on the stealing thing) Send 'em to jason_min@brown.edu.