Difference between revisions of "The King of Fighters '98 UMFE/Rugal Bernstein"

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== Introduction ==
== Introduction ==


== Changes from previous versions ==
{{StrengthsAndWeaknesses
|ext=jpg
| description =Rugal's gameplan is a mix of projectile zoning, poking, and corner pressure. For his zoning, he has a ground-travelling projectile, a big super projectile that he can use to destroy other fireballs, and a fireball reflector move he can use to counterzone as well. He also has a nice selection of big normals poke and control space with. To complement his zoning game, Rugal has a pretty solid DP that works both as a reversal and anti-air. Rugal is unique in that his main combo special will carry the opponent to the corner, so he gets to spend a lot more time with the opponent cornered than other characters. Up close, he has access to some nice low blockstrings, an untechable hold throw, and some good jump-ins. Rugal's main weaknesses are that he doesn't have great buttons to stop hops, and no great air-to-airs either.}}
 
== Changes from Previous Versions ==


'''98 to 98UM'''
'''98 to 98UM'''


Normals:
Normals:
* far B can now be canceled
 
* far C 5 frames less startup and 5 frames less recovery. it can now be canceled. damage increase
* st.B can now be canceled
* far D 11 frames less recovery. damage increase
 
* Cr.D 5f less startup
* st.C now has 5 frames less startup and 5 frames less recovery, can be canceled, and does more damage
* f+B damage increase on second hit
 
* j.C 4 frames less startup
* st.D now has 11 frames less recovery and does more damage
 
* cr.D now has 5 frames less startup
 
* f+B's second hit now does more damage
 
* j.C now has 4 frames less startup
 
* GCCD animation is now his cl.C
* GCCD animation is now his cl.C


Specials:
Specials:
* qcf+P less recovery  
 
* qcf+K less recovery
* qcf+P now has less recovery
* f,hcf+P damage increase
 
* f,hcf+A less startup
* qcf+K now has less recovery
* dp+D invincibility increased to the first active frame
 
* hcb+C damage increase
* f,hcf+P has had a damage increase
 
* f,hcf+A now has less startup
 
* dp+D invincibility has been increased to the first active frame
 
* hcb+C has had a damage increase


Supers:
Supers:
* qcf,hcb+P damage increase
 
* qcfx2+K less startup  
* qcf,hcb+P has had a damage increase
 
* qcfx2+K now has less startup  


'''98UM to 98UMFE'''
'''98UM to 98UMFE'''


Normals:
Normals:
* far B startup faster by 1 frame
* close D startup faster by 3 frames, recovery reduced by 5 frames


==Normal Moves==
* st.B's startup is now faster by 1 frame
 
* cl.D's startup is now faster by 3 frames, and its recovery has been reduced by 5 frames
 
== Normal Moves ==
 
'''Close'''
'''Close'''
*cl. A: a two part normal. The first hit is lower and will hit crouchers. The second hit hits higher up and will whiff on most crouchers. his fastest normal so use it when you need speed. Cancelable.
*cl. B: a lower hitting knee strike. no real use for this since he has st.B that is a lot better. Cancelable.
*cl. C: Rugal best heavy combo normal. Has two hits and both are cancelable.
*cl. D: a two hitting close normal. the two hits have a large gap so the opponent can actually reversal or dodge/roll out in between the hits. The first hit is cancelable but not the second one.


'''Stand'''
* cl.A: A two-hit normal. The first hit is lower and will hit crouchers. The second hit hits higher up and will whiff on most crouchers. His fastest normal, so use it when you need speed. Cancelable.
*st. A: a fairly low hitting st.A making it hard to stop hops with it. Good close to mid range check button.
*st. B: a low with good range that's cancelable. a staple of Rugals blockstrings and combos.
*st. C: a two part normal. The first part has less range than the second one but both have good priority. Has very long recovery so don't whiff it. Cancelable.
*st. D: a two part normal. The first part hits higher up and can anti air. The second part hits lower to the ground. Has long startup so be careful when you use it.


'''Crouch'''
* cl.B: A lower-hitting knee strike. No real special use for this, since he has a st.B that is a lot better. Cancelable.
*cr. A: a very standard cr.A. Good for combos and blockstrings. Chainable. Cancelable.
*cr. B: a long ranged low cr.B. Good for combos and blockstrings. Chainable.
*cr. C: two part normal. The first part is a low to the ground poke and the second part is a slightly higher anti air. Cancelable on contact or whiff.
*cr. D: very long range cancelable sweep. Great for poking with. Cancelable on contact or whiff.


'''Jump'''
* cl.C: Rugal's best heavy combo normal. Has two hits and both are cancelable.
*j. A: a jumpin normal and his fastest air to air normal.
*neutral j.A: an air to ground normal
*j. B: good crossup jumpin.
*netral j.B: an air to ground normal.
*j. C: good jumpin normal. Has more priority than j.D.
*neutral j.C: okay air to air normal.
*j. D: good jumpin for crossups.
*neutral j.D: air normal with two parts. First part is good for air to airs and the second good for air to ground.


'''Blowback'''
* cl.D: A two-hit close normal. The two hits have a large gap, so the opponent can actually reversal or dodge/roll out in between the hits. The first hit is cancelable, but the second one is not.
*st. CD: good anti airing hitbox. The long startup on it mostly makes it good as a preemptive anti air. Low active frames. Cancelable on contact or whiff.  
*j. CD: good jumpin button to for blockstun pressure.


==Throws==
'''Standing'''
'''Scorpion Deathlock:''' b/f+C
* hold throw, not techable. Opponent can get out of the throw before full damage is dealt, so you'll have to mash buttons to get standard damage. causes soft knockdown


'''Scorpion Blow:''' b/f+D
* st.A: A fairly low-hitting st.A, making it hard to stop hops with it. Good close- to mid-range check button.
* Regular throw, techable. Rugal throws the opponent full screen away behind him. Reverse soft knockdown


==Command Normals==
* st.B: A cancelable low with good range. A staple of Rugal's blockstrings and combos.
'''Double Tomahawk:''' f+B
* Can be comboed into from lights.  


* Cancelable on first hit only.
* st.C: A two-hit normal. The first part has less range than the second one, but both have good priority. Has very long recovery, so don't whiff it. Cancelable.
 
* st.D: A two-part normal. The first part hits higher up and can anti-air. The second part hits lower to the ground. Has long startup, so be careful when you use it.
 
'''Crouching'''
 
* cr.A: A very standard cr.A. Good for combos and blockstrings. Chainable and cancelable.
 
* cr.B: A long-range low cr.B. Good for combos and blockstrings. Chainable.
 
* cr.C: Two-hit normal. The first part is a poke that's low to the ground, and the second part is a slightly higher anti-air. Cancelable on hit, block, or whiff. As amazing as this sounds, it has low priority and thus has no good use anti airing, and cr.D is better for being a low to the ground poke.
 
* cr.D: Very long-range cancelable sweep. Great for poking with. Cancelable on hit, block, or whiff.
 
'''Jumping'''
 
* j.A: Standard jump-in normal and his fastest air-to-air normal.
 
* nj.A: Another jump-in.
 
* j.B: Good crossup jump-in.
 
* nj.B: Another jump-in.
 
* j.C: Good jump-in normal. Has more priority than j.D.
 
* nj.C: Okay air-to-air normal.
 
* j.D: Good jump-in for crossups.
 
* nj.D: Air normal with two parts. First part is good for air-to-airs and the second part is good for jump-ins.
 
'''CD Normals'''
 
* st.CD: Good anti-airing hitbox. The long startup on it mostly makes it good as a preemptive anti-air. Not many active frames. Cancelable on hit, block, or whiff.
 
* j.CD: Good jump-in button for blockstun pressure.
 
== Throws ==
 
'''Scorpion Deathlock:''' <code>b/f+C (close)</code>
 
* Hold throw, not techable. Opponent can get out of the throw before full damage is dealt, so you'll have to mash buttons to get standard damage. Causes a soft knockdown.
 
'''Scorpion Blow:''' <code>b/f+D (close)</code>
 
* Regular throw, techable. Rugal throws the opponent fullscreen away behind him. Causes a backturned soft knockdown.
 
== Command Normals ==
 
'''Double Tomahawk:''' <code>f+B</code>
 
* Can be combo-ed into from lights.
 
* Cancelable on the first hit only.


* Second hit is an overhead.
* Second hit is an overhead.


==Special Moves==
== Special Moves ==
'''Reppuken:''' qcf+A/C  
 
* Rugal' throws a ground travelling projectile.
'''Reppuken:''' <code>qcf+A/C</code>


* can be hopped over.
* Rugal throws a ground-travelling projectile.


* Disadvantage from point blank, but as soon as it travels a little before hitting the opponent (s.C, qcf+A or c.B, c.A, f+B, qcf+A etc. etc.) you will be at good advantage.
* Can be hopped over.
 
* Disadvantage from point blank, but as soon as it travels a little before hitting the opponent (canceled from st.C or c.B, c.A, f+B, etc.) you will be at good advantage.
 
'''Kaiser Wave:''' <code>f,hcf+A/C (can be held)</code>


'''Kaiser Wave:''' f, hcf+A/C (hold)
* Rugal throws a big projectile.
* Rugal throws a big projectile.


* Can charge the move by holding down the punch button.
* Can charge the move by holding down the button.


* Cannot be used in a combo.
* Cannot be combo-ed into.


* A version comes out faster, while C version travels faster.
* A version comes out faster, while C version travels faster.


* Can cancel out other normal projectiles and DM projectiles. When against Krauser's or Rugal's Kaiser Wave, charge level dictates which one gets canceled out. In the event of a tie, both projectiles lose.
* Can cancel out other normal projectiles and DM projectiles. When used against Krauser's or Rugal's Kaiser Wave, charge level dictates which one gets canceled out. In the event of a tie, both projectiles lose.
 
'''God Press:''' <code>hcb+A/C</code>


'''God Press:''' hcb+A/C
* Rugal runs forwards and strikes the opponent. On hit he grabs them and runs to the corner.
* Rugal runs forwards and strikes the opponent. On hit he grabs them and runs to the corner.


* This is a hitgrab so it is considered a normal blockable attack but the on hit effect is like a grab.
* This is a hitgrab, so it is considered a normal blockable attack but the effect on hit is like a grab.


* Can combo from lights and heavies.
* Can combo from lights and heavies.


* Rugals main combo special as it gives him a free corner carry from almost any confirm.
* Rugal's main combo special, as it gives him a free corner carry from almost any confirm.


* Absolutely horrible on block, only confirm into this.
* Absolutely horrible on block, only confirm into this.


* Causes hard knockdown.
* Causes a hard knockdown.
 
'''Dark Barrier:''' <code>qcf+B/D</code>


'''Dark Barrier:''' qcf+B/D
* Rugal creates an energy shield in front of him.
* Rugal creates an energy shield in front of him.


* Reflects enemy projectiles.  
* Reflects enemy projectiles.  


* Also does its own damage if used close enough to the opponent and has knockdown.
* Also does its own damage if used close enough to the opponent.


* Can be used as an anti air, but probably shouldn't.
* Causes a soft knockdown.


* Decent disadvantage on block and despite it's appearance, setting it meaty does not improve the frame advantage.
* Can technically be used as an anti-air, but you probably shouldn't.
 
* Decently negative on block, and despite its appearance, hitting it meaty does not improve the frame advantage.
 
'''Genocide Cutter:''' <code>dp+B/D</code>
 
* Rugal's DP.


'''Genocide Cutter:''' dp+B/C
* B version is faster and shorter, D version is stronger and goes higher.  
* B version is faster and shorter, D version is stronger and goes higher.  


* The B version hitbox is acutally nothing like the move looks like. This will not work as AA at all as both hits are very close to the ground. Only has use as a psychic DP against low/med pokes.
* The B version hitbox is actually nothing like what the move looks like. This will not work as an anti-air at all, as both hits are very close to the ground. Only has use as a psychic DP against low/mid pokes.


* D version is an AA. Has startup invincibility and can be used as a reversal.
* D version is an anti-air. Has startup invincibility and can be used as a reversal.


* very punishable on block.
* Very punishable on block.


* on trade it pops the opponent up into a juggle state and Rugal can follow up with an extra hit if he's in range.
* On trade, it pops the opponent up into a juggle state, and Rugal can follow up with an extra hit if he's in range.


==DM==
==Desperation Moves==
'''Gigantic Pressure:''' qcf, hcb+A/C  
 
* God Press on sterioids.
'''Gigantic Pressure:''' <code>qcf,hcb+A/C</code>
 
* DM version of God Press.


* Combos off of lights.
* Combos off of lights.


* Takes opponent to corner.
* Takes opponent to the corner, like God Press.


* Like God Press, awful on block.  Only confirm into this.
* Like God Press, is awful on block.  Only confirm into this.


* Causes hard knockdown.
* Causes a hard knockdown.


* MAX version switches sides
* MAX version takes the opponent to the other corner after the first corner, and also deals more damage.


'''Dead End Screamer:''' qcf(x2)+B/D  
'''Dead End Screamer:''' <code>qcfx2+B/D</code>
* Rugal jumps into the air and comes down with a stomp. On hit he starts spinning on the opponent.
 
* Rugal jumps into the air and comes down with a stomp. On hit, he starts spinning on the opponent.


* Unblockable.
* Unblockable.


* B/D control trajectory of Rugal's jump.
* Button used controls trajectory of Rugal's jump.


* Ideal for surprising the opponent by jumping over their fireballs, although this becomes predictable.
* Ideal for surprising the opponent by jumping over their fireballs, although this becomes predictable.
Line 167: Line 229:
* Won't connect during blockstun, but will combo during hitstun.
* Won't connect during blockstun, but will combo during hitstun.


* Can also cause fireballs to become unblockable but the timing is so specific that it's not really practical (you can try it out with fullscreen qcf+A, qcfx2+D).
* Can also cause fireballs to become unblockable, but the timing is so specific that it's not really practical (you can try it out with fullscreen qcf+A, qcfx2+D).


* MAX version mirrors the C versions speed and trajectory but does more damage.
* MAX version mirrors the D version's speed and trajectory, but does more damage.


==Combos==
==Combos==
====Normal====
* cr.B, cr.B, st.B, f+B, hcb+A/C - Double Tomahawk must be canceled on first hit.
* f+B [1 hit], hcb+P or qcf,hcb+P (S)DM (punish from a long range, can be used in situations where other chars couldn't do anything meaningful)
* far st.C, qcf,hcb+P (S)DM (connects even from the very tip of far cl.C)
* j.B/j.D, cl.C [2 hit], f+B [1 hit], qcf,hcb+P (S)DM (made easier by the shortcut hold C, qcf+B, hcb+P as holding the C will prevent qcf+B coming out)
* cr.B, cr.A, (cr.A), f+B [1 hit], qcf,hcb+P (S)DM (I find this easier to do as again you can hold A while you buffer the DM motion into the f+B to prevent qcf+B coming out. This also prevents the situation where far cl.B will reach but f+B will whiff leaving you to get punished)


====(S)DM====
'''General Notes:'''
* cl.C (2 hits), qcf hcb+A/C
 
* cr.B, st.A, qcf hcb+A/C
* In any metered combo, you can replace qcf,hcb+P with qcf,hcb+AC or qcfx2+k with qcfx2+BD for more damage if you have the resources.
* cr.B, cr.B, st.B, f+B, qcf hcb+A/C - Double Tomahawk must be canceled on first hit.
 
===Meterless===
 
''Low''
 
: <code>cr.B, cr.B, st.B, f+B(1), hcb+A/C</code>
: 5-hit low hcb+P confirm. Does good damage and sets up Rugal's corner pressure.
 
''Mid/Jump-In''
 
: <code>cr.A, cr.A, st.B, f+B(1), hcb+A/C</code>
: Rugal's confirm from his fastest normal.
 
: <code>cl.C, f+B(1), hcb+A/C</code>:
: Rugal's hcb+P confirm from a standing heavy. Not much else to say.
 
: <code>(j.X), cl.C, f+B(1), hcb+A/C</code>
: Rugal's main meterless BnB as a punish or from a jump-in, mainly j.D. Free corner carry and damage.
 
: <code>(j.B), cl.C, f+B(1), hcb+A/C</code>
: Rugal's crossup combo into a heavy.
 
: <code>(j.B), cr,A, cr.A, st.B, f+B(1), hcb+A/C</code>
: Rugal's crossup combo into a light link.
 
: <code>f+B(1), hcb+A/C</code>
: Rugal's far-reaching punish.
 
''Other''
 
: <code>qcf+K, dp+D</code>
: Rugal's conversion from a counterhit qcf+K near or in the corner. Pretty specific, but good to know.
 
===With Meter===
 
''Low''
 
: <code>cr.B, cr.a, qcf,hcb+A/C</code>
: Rugal's easiest low confirm into qcf,hcb+P.
 
: <code>cr.B, cr.B, st.B, f+B(1), qcf,hcb+A/C</code>
: Rugal's most-damaging low confirm into qcf,hcb+P. Much more executionally demanding. You can switch the second cr.B for cr.A to use the button-hold technique for the DM.
 
''Mid/Jump-In''
 
: <code>st.C, qcf,hcb+A/C</code>
: Rugal's far heavy confirm. Really good as poke pressure, but not if they get hit out of the air.
 
: <code>cl.C, f+B(1), qcf,hcb+A/C</code>
: Rugal's main heavy confirm into qcf,hcb+P.
 
: <code>(j.X), cl.C, f+B(1), qcf,hcb+A/C</code>
: Rugal's main metered combo from a jump-in.
 
''Corner''
 
: <code>qcf+A, qcfx2+B/D</code>
: Rugal's unblockable confirm into qcfx2+K. Can set up from both soft and hard knockdowns but timing varies, mainly from st.CD, j.CD, and cr.D.
 
''Quick Dodge''
 
: <code>(j.X), cl.C, f+B(1), AB, qcf,hcb+A/C</code>
 
: <code>f+B, AB, qcf,hcb+A/C</code>:
: Note that this requires you to be close to the opponent to work as intended.
 
''Other''
 
: <code>qcf+B/D, qcf,hcb+A/C</code>
: Metered version of the counterhit qcf+K conversion.


====Quick Max====
===With Quick Max===
* cr.B, ABC, cl.C [2 hit], f+B [1 hit], hcb+P or qcf,hcb+P (S)DM


====Quick Dodge====
''Low''
* j.B/j.D, cl.C [2 hit], f+B [1 hit], AB, qcf,hcb+P (S)DM
* f+B [2nd hit], AB, qcf,hcb+P (S)DM (this only works from close range so it needs to be on a wakeup or reset situation where you can whiff the first hit and connect with the second at close range)


====Misc====
: <code>cr.B, ABC, cl.C, f+B(1), hcb+A/C</code>
* qcf+K counterhit, dp+D or qcf,hcb+P (S)DM (near corner only)


==Notes==
: <code>cr.B, ABC, cl.C, f+B(1), qcf,hcb+A/C</code>
* Far B and far C are cancelable.
: <code>cr.B, cl.A, ABC, cl.C/D(1), f+B(1), AB (Hit), qcf,hcb+A/C</code>
* Cl.C is cancelable.
Rugal's most damaging combo by far, can work from a cross up j.B or j.D and sometimes non cross up jump ins based on spacing. The cl.A can be substituted for a cl.B or another cr.B if too far away for cl.A, but cl.A does the most damage of all 3 options.
* Cl.D is cancelable.
''Mid/Jump-In''
* Cl.B and c.B are neutral on block, close s.A/c.A slight disadvantage, far s.A/far s.B fairly bad disadvantage as are the majority of his heavy attacks (except far s.D against a crouching opponent which is neutral).
* First hit of s.D and f+B don't push back on block.
* Far s.B hits low.
* F+B has a gap between the two hits on block, allowing opponents to roll out or punish if they have the appropriate move
* J.B and j.D are both good crossups. vertical j.C is good for AA, vertical j.B can be used as an instant overhead.


====Buffs from OG:====
: <code>st.C, f+B, ABC, cl.A, qcf,hcb+A/C</code>
* Better recovery on qcf+A, faster far s.C and now cancellable, far s.B now cancellable, very fast startup on f,hcf+A, faster         
* movement on qcfx2+K, GCCD changed from s.CD to s.C animation (better horizontal range).


== Strategy & Tips ==
== Strategy & Tips ==

Latest revision as of 20:24, 25 September 2022

Kyo98umferugal.jpg

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Kof98umferugalmovelist.png


Introduction

Rugal's gameplan is a mix of projectile zoning, poking, and corner pressure. For his zoning, he has a ground-travelling projectile, a big super projectile that he can use to destroy other fireballs, and a fireball reflector move he can use to counterzone as well. He also has a nice selection of big normals poke and control space with. To complement his zoning game, Rugal has a pretty solid DP that works both as a reversal and anti-air. Rugal is unique in that his main combo special will carry the opponent to the corner, so he gets to spend a lot more time with the opponent cornered than other characters. Up close, he has access to some nice low blockstrings, an untechable hold throw, and some good jump-ins. Rugal's main weaknesses are that he doesn't have great buttons to stop hops, and no great air-to-airs either.

Changes from Previous Versions

98 to 98UM

Normals:

  • st.B can now be canceled
  • st.C now has 5 frames less startup and 5 frames less recovery, can be canceled, and does more damage
  • st.D now has 11 frames less recovery and does more damage
  • cr.D now has 5 frames less startup
  • f+B's second hit now does more damage
  • j.C now has 4 frames less startup
  • GCCD animation is now his cl.C

Specials:

  • qcf+P now has less recovery
  • qcf+K now has less recovery
  • f,hcf+P has had a damage increase
  • f,hcf+A now has less startup
  • dp+D invincibility has been increased to the first active frame
  • hcb+C has had a damage increase

Supers:

  • qcf,hcb+P has had a damage increase
  • qcfx2+K now has less startup

98UM to 98UMFE

Normals:

  • st.B's startup is now faster by 1 frame
  • cl.D's startup is now faster by 3 frames, and its recovery has been reduced by 5 frames

Normal Moves

Close

  • cl.A: A two-hit normal. The first hit is lower and will hit crouchers. The second hit hits higher up and will whiff on most crouchers. His fastest normal, so use it when you need speed. Cancelable.
  • cl.B: A lower-hitting knee strike. No real special use for this, since he has a st.B that is a lot better. Cancelable.
  • cl.C: Rugal's best heavy combo normal. Has two hits and both are cancelable.
  • cl.D: A two-hit close normal. The two hits have a large gap, so the opponent can actually reversal or dodge/roll out in between the hits. The first hit is cancelable, but the second one is not.

Standing

  • st.A: A fairly low-hitting st.A, making it hard to stop hops with it. Good close- to mid-range check button.
  • st.B: A cancelable low with good range. A staple of Rugal's blockstrings and combos.
  • st.C: A two-hit normal. The first part has less range than the second one, but both have good priority. Has very long recovery, so don't whiff it. Cancelable.
  • st.D: A two-part normal. The first part hits higher up and can anti-air. The second part hits lower to the ground. Has long startup, so be careful when you use it.

Crouching

  • cr.A: A very standard cr.A. Good for combos and blockstrings. Chainable and cancelable.
  • cr.B: A long-range low cr.B. Good for combos and blockstrings. Chainable.
  • cr.C: Two-hit normal. The first part is a poke that's low to the ground, and the second part is a slightly higher anti-air. Cancelable on hit, block, or whiff. As amazing as this sounds, it has low priority and thus has no good use anti airing, and cr.D is better for being a low to the ground poke.
  • cr.D: Very long-range cancelable sweep. Great for poking with. Cancelable on hit, block, or whiff.

Jumping

  • j.A: Standard jump-in normal and his fastest air-to-air normal.
  • nj.A: Another jump-in.
  • j.B: Good crossup jump-in.
  • nj.B: Another jump-in.
  • j.C: Good jump-in normal. Has more priority than j.D.
  • nj.C: Okay air-to-air normal.
  • j.D: Good jump-in for crossups.
  • nj.D: Air normal with two parts. First part is good for air-to-airs and the second part is good for jump-ins.

CD Normals

  • st.CD: Good anti-airing hitbox. The long startup on it mostly makes it good as a preemptive anti-air. Not many active frames. Cancelable on hit, block, or whiff.
  • j.CD: Good jump-in button for blockstun pressure.

Throws

Scorpion Deathlock: b/f+C (close)

  • Hold throw, not techable. Opponent can get out of the throw before full damage is dealt, so you'll have to mash buttons to get standard damage. Causes a soft knockdown.

Scorpion Blow: b/f+D (close)

  • Regular throw, techable. Rugal throws the opponent fullscreen away behind him. Causes a backturned soft knockdown.

Command Normals

Double Tomahawk: f+B

  • Can be combo-ed into from lights.
  • Cancelable on the first hit only.
  • Second hit is an overhead.

Special Moves

Reppuken: qcf+A/C

  • Rugal throws a ground-travelling projectile.
  • Can be hopped over.
  • Disadvantage from point blank, but as soon as it travels a little before hitting the opponent (canceled from st.C or c.B, c.A, f+B, etc.) you will be at good advantage.

Kaiser Wave: f,hcf+A/C (can be held)

  • Rugal throws a big projectile.
  • Can charge the move by holding down the button.
  • Cannot be combo-ed into.
  • A version comes out faster, while C version travels faster.
  • Can cancel out other normal projectiles and DM projectiles. When used against Krauser's or Rugal's Kaiser Wave, charge level dictates which one gets canceled out. In the event of a tie, both projectiles lose.

God Press: hcb+A/C

  • Rugal runs forwards and strikes the opponent. On hit he grabs them and runs to the corner.
  • This is a hitgrab, so it is considered a normal blockable attack but the effect on hit is like a grab.
  • Can combo from lights and heavies.
  • Rugal's main combo special, as it gives him a free corner carry from almost any confirm.
  • Absolutely horrible on block, only confirm into this.
  • Causes a hard knockdown.

Dark Barrier: qcf+B/D

  • Rugal creates an energy shield in front of him.
  • Reflects enemy projectiles.
  • Also does its own damage if used close enough to the opponent.
  • Causes a soft knockdown.
  • Can technically be used as an anti-air, but you probably shouldn't.
  • Decently negative on block, and despite its appearance, hitting it meaty does not improve the frame advantage.

Genocide Cutter: dp+B/D

  • Rugal's DP.
  • B version is faster and shorter, D version is stronger and goes higher.
  • The B version hitbox is actually nothing like what the move looks like. This will not work as an anti-air at all, as both hits are very close to the ground. Only has use as a psychic DP against low/mid pokes.
  • D version is an anti-air. Has startup invincibility and can be used as a reversal.
  • Very punishable on block.
  • On trade, it pops the opponent up into a juggle state, and Rugal can follow up with an extra hit if he's in range.

Desperation Moves

Gigantic Pressure: qcf,hcb+A/C

  • DM version of God Press.
  • Combos off of lights.
  • Takes opponent to the corner, like God Press.
  • Like God Press, is awful on block. Only confirm into this.
  • Causes a hard knockdown.
  • MAX version takes the opponent to the other corner after the first corner, and also deals more damage.

Dead End Screamer: qcfx2+B/D

  • Rugal jumps into the air and comes down with a stomp. On hit, he starts spinning on the opponent.
  • Unblockable.
  • Button used controls trajectory of Rugal's jump.
  • Ideal for surprising the opponent by jumping over their fireballs, although this becomes predictable.
  • Won't connect during blockstun, but will combo during hitstun.
  • Can also cause fireballs to become unblockable, but the timing is so specific that it's not really practical (you can try it out with fullscreen qcf+A, qcfx2+D).
  • MAX version mirrors the D version's speed and trajectory, but does more damage.

Combos

General Notes:

  • In any metered combo, you can replace qcf,hcb+P with qcf,hcb+AC or qcfx2+k with qcfx2+BD for more damage if you have the resources.

Meterless

Low

cr.B, cr.B, st.B, f+B(1), hcb+A/C
5-hit low hcb+P confirm. Does good damage and sets up Rugal's corner pressure.

Mid/Jump-In

cr.A, cr.A, st.B, f+B(1), hcb+A/C
Rugal's confirm from his fastest normal.
cl.C, f+B(1), hcb+A/C:
Rugal's hcb+P confirm from a standing heavy. Not much else to say.
(j.X), cl.C, f+B(1), hcb+A/C
Rugal's main meterless BnB as a punish or from a jump-in, mainly j.D. Free corner carry and damage.
(j.B), cl.C, f+B(1), hcb+A/C
Rugal's crossup combo into a heavy.
(j.B), cr,A, cr.A, st.B, f+B(1), hcb+A/C
Rugal's crossup combo into a light link.
f+B(1), hcb+A/C
Rugal's far-reaching punish.

Other

qcf+K, dp+D
Rugal's conversion from a counterhit qcf+K near or in the corner. Pretty specific, but good to know.

With Meter

Low

cr.B, cr.a, qcf,hcb+A/C
Rugal's easiest low confirm into qcf,hcb+P.
cr.B, cr.B, st.B, f+B(1), qcf,hcb+A/C
Rugal's most-damaging low confirm into qcf,hcb+P. Much more executionally demanding. You can switch the second cr.B for cr.A to use the button-hold technique for the DM.

Mid/Jump-In

st.C, qcf,hcb+A/C
Rugal's far heavy confirm. Really good as poke pressure, but not if they get hit out of the air.
cl.C, f+B(1), qcf,hcb+A/C
Rugal's main heavy confirm into qcf,hcb+P.
(j.X), cl.C, f+B(1), qcf,hcb+A/C
Rugal's main metered combo from a jump-in.

Corner

qcf+A, qcfx2+B/D
Rugal's unblockable confirm into qcfx2+K. Can set up from both soft and hard knockdowns but timing varies, mainly from st.CD, j.CD, and cr.D.

Quick Dodge

(j.X), cl.C, f+B(1), AB, qcf,hcb+A/C
f+B, AB, qcf,hcb+A/C:
Note that this requires you to be close to the opponent to work as intended.

Other

qcf+B/D, qcf,hcb+A/C
Metered version of the counterhit qcf+K conversion.

With Quick Max

Low

cr.B, ABC, cl.C, f+B(1), hcb+A/C
cr.B, ABC, cl.C, f+B(1), qcf,hcb+A/C
cr.B, cl.A, ABC, cl.C/D(1), f+B(1), AB (Hit), qcf,hcb+A/C

Rugal's most damaging combo by far, can work from a cross up j.B or j.D and sometimes non cross up jump ins based on spacing. The cl.A can be substituted for a cl.B or another cr.B if too far away for cl.A, but cl.A does the most damage of all 3 options. Mid/Jump-In

st.C, f+B, ABC, cl.A, qcf,hcb+A/C

Strategy & Tips

Videos

King of Fighters 98 UM FE: Rugal Guide by Mash It Out

QQ拳皇98UMFE - 2015兩岸大師賽 - 中國UP V.S 台灣ET (Vs. Benimaru/Yuri) http://youtu.be/Z7fuvvHpOhE?t=1m48s

External Links

The King of Fighters '98 Ultimate Match Final Edition
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