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The King of Fighters '98 UMFE/Rugal Bernstein



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.
Gameplay Overview
Rugal is an all-rounder character with good pokes, good zoning, and basic corner pressure. His main weaknesses are his weak options for both anti air and air to air. | |
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System Mechanics
Run vs Step
- Both options are equally viable, Rugal doesn't gain much from either of them, really. You could pick Run in order to move faster, since Rugal is on the slower side of things when it comes to mobility, or you could pick Step, to gain access to a quick step + throw game, if in range. It's up to you.
Roll vs Dodge
- Roll does have it's benefits, although it's not the recommended option for Rugal in general. Roll helps him out a lot in certain match ups, like O.Shermie, which is a zoner that forces Rugal to advance in order to fight, since he cannot reflect her zoning, or use Kaiser Wave in a safe way.
- Dodge is probably what you should be using most of the time. It gives you one more tool to deal with zoning, and also gives you access to his quickmax combo. As a bonus, punishing certain moves become a trivial task, such as Geese's Double Reppuken, since you can dodge and buffer his Genocide Cutter.
Advanced vs Extra
- Advanced gauge does what you expect it to do, gives you plenty of meter to use, both for defense (blowback) or offense (Combos, raw Max mode). Advanced doesn't really benefits Rugal in any special way, but it's not necessarily bad. If you have another character in your team that REALLY needs Advanced gauge, then you can use it and Rugal will still work just fine.
- Extra gauge is the best option for Rugal. It gives you access to his quickmax combo, which increases his damage potential by a lot. Due to the nature of the character, you'll be a lot of times from mid to long range, which also helps charging meter safely.
Team Position
- Where Rugal goes on your team depends on your other 2 characters. He's a flexible character and can work in any position, so it's up to you. He's slightly better as an anchor, because, assuming you have Dodge + Extra gauge, you're likely to hit the MAX version of his super as a combo ender for his quickmax combo, which can easily end a round, but then again, it's up to you, he's flexible enough to work in any position and will do just fine as a point or mid as well.
Changes from Previous Versions
98 to 98UM
Normals:
- f.B can now be canceled
- f.C now has 5 frames less startup and 5 frames less recovery, can be canceled, and does more damage
- f.D now has 11 frames less recovery and does more damage
- 2D now has 5 frames less startup
- 6B's second hit now does more damage
- j.C now has 4 frames less startup
- GCCD animation is now his c.C
Specials:
- 236P now has less recovery
- 236K now has less recovery
- 641236P has had a damage increase
- 641236A now has less startup
- 623D invincibility has been increased to the first active frame
- 63214C has had a damage increase
Supers:
- 2363214P has had a damage increase
- 236236K now has less startup
98UM to 98UMFE
Normals:
- f.B's startup is now faster by 1 frame
- c.D's startup is now faster by 3 frames, and its recovery has been reduced by 5 frames
Normal Moves
Close
- c.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.
- c.B: A lower-hitting knee strike. No real special use for this, since he has a f.B that is a lot better. Cancelable.
- c.C: Rugal's best heavy combo normal. Has two hits and both are cancelable.
- c.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
- f.A: A fairly low-hitting f.A, making it hard to stop hops with it. Good close- to mid-range check button.
- f.B: A cancelable low with good range. A staple of Rugal's blockstrings and combos.
- f.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.
- f.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
- 2A: A very standard 2A. Good for combos and blockstrings. Chainable and cancelable.
- 2B: A long-range low 2B. Good for combos and blockstrings. Chainable.
- 2C: 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 2D is better for being a low to the ground poke.
- 2D: 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.
- 8j.A: Another jump-in.
- j.B: Good crossup jump-in.
- 8j.B: Another jump-in.
- j.C: Rugal's main air-to-air, although it's aimed downwards. Good priority.
- 8j.C: Okay air-to-air normal.
- j.D: Good jump-in and combo starter. Can cross up, but j.B is easier to hit.
- 8j.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
- 5CD: 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: 4/6C (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: 4/6D (close)
- Regular throw, techable. Rugal throws the opponent fullscreen away behind him. Causes a backturned soft knockdown.
Command Normals
Double Tomahawk: 6B
- Can be combo-ed into from lights.
- Cancelable on the first hit only.
- Second hit is an overhead.
Special Moves
Reppuken: 236A/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 f.C or 2B > 2A > 6B, etc.) you will be at good advantage.
Kaiser Wave: 641236A/C (can be held)
- Rugal throws a big projectile.
- Can charge the move by holding down the button.
- Can be charged up to level 3. Each level adds one more hit, dealing more damage.
- Each level increases the size of the hitbox. At levels 1 and 2, there is a dead zone in Rugal's arms. At level 3, the dead zone no longer exists due to the size of the projectile.
- 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: 63214A/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: 236B/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: 623B/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.
Desperation Moves
Gigantic Pressure: 2363214A/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: 236236B/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 236A > 236236D).
- MAX version mirrors the D version's speed and trajectory, but does more damage and has longer recovery on hit.
Combos
General Notes:
- In any metered combo, you can replace 2363214P with 2363214AC or 236236k with 236236BD for more damage if you have the resources.
Meterless
Low
2B > 2B > f.B > 6B(1) > 63214A/C
- 5-hit low 63214P confirm. Does good damage and sets up Rugal's corner pressure.
Mid/Jump-In
2A > 2A > f.B > 6B(1) > 63214A/C
- Rugal's confirm from his fastest normal.
c.C > 6B(1) > 63214A/C
:- Rugal's 63214P confirm from a standing heavy. Not much else to say.
(j.X) > c.C > 6B(1) > 63214A/C
- Rugal's main meterless BnB as a punish or from a jump-in, mainly j.D. Free corner carry and damage.
(j.B) > c.C > 6B(1) > 63214A/C
- Rugal's crossup combo into a heavy.
(j.B) > 2A > 2A > f.B > 6B(1) > 63214A/C
- Rugal's crossup combo into a light link.
6B(1) > 63214A/C
- Rugal's far-reaching punish.
Other
236K > 623D
- Rugal's conversion from a counterhit 236K near or in the corner. Pretty specific, but good to know.
With Meter
Low
2B > 2A > 2363214A/C
- Rugal's easiest low confirm into 2363214P.
2B > 2B > f.B > 6B(1) > 2363214A/C
- Rugal's most-damaging low confirm into 2363214P. Much more executionally demanding. You can switch the second 2B for 2A to use the button-hold technique for the DM.
Mid/Jump-In
f.C > 2363214A/C
- Rugal's far heavy confirm. Really good as poke pressure, but not if they get hit out of the air.
c.C > 6B(1) > 2363214A/C
- Rugal's main heavy confirm into 2363214P.
(j.X) > c.C > 6B(1) > 2363214A/C
- Rugal's main metered combo from a jump-in.
Corner
236A > 236236B/D
- Rugal's unblockable confirm into 236236K. Can set up from both soft and hard knockdowns but timing varies, mainly from 5CD, j.CD, and 2D.
Quick Dodge
(j.X) > c.C > 6B(1) > AB > 2363214A/C
6B > AB > 2363214A/C
:- Note that this requires you to be close to the opponent to work as intended.
Other
236B/D > 2363214A/C
- Metered version of the counterhit 236K conversion.
With Quick Max
Low
2B > ABC > c.C > 6B(1) > 63214A/C
2B > ABC > c.C > 6B(1) > 2363214A/C
2B > c.A > ABC > c.C/D(1) > 6B(1) > AB (Hit) > 2363214A/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 c.A can be substituted for a c.B or another 2B if too far away for c.A, but c.A does the most damage of all 3 options.
Mid/Jump-In
f.C > 6B > AB (hit) > 2363214A/C
Strategy & Tips
Neutral
- You have a lot of options in neutral, but which one you should use the most will depend on the match up.
- Kaiser Wave zoning can be really effective, if you know how to do it. Most of the time you'll be using the light version because the faster start up not only means you'll get to throw the projectile sooner, but you'll also get to full charge sooner too. However, don't forget heavy Kaiser Wave, the insanely fast speed can, and will get people out of their guards if you're unpredictable.
- Reppuken can be used as a bait. If your opponent tries to jump over it, you might get a chance to use Genocide Cutter.
- Remember your normals. j.C it's one of your best options for air to airs. Far D will check for hops, while far A is a great poke to keep your opponent in check. 2D is special cancellable, so cancelling it into Reppuken to create some space can be effective, just be careful not to do it from too far away, because good players will simply hop over your Reppuken and hit you with a combo. Lastly, j.B is a pretty descent cross up.
- If you manage to get a hit, try to combo into either God Press (63214C) or Gigantic Pressure (2363214C), because they will give you the corner carry you need to start offense.
Offense
- This is tricky, because although Rugal can easily put your opponent on the corner, he's not exactly a mix up machine, so what you'll do after hitting God Press (63214C) it's up to you. I'll try to give you some ideas.
- A meaty Reppuken is probably the safest option, because it gives you plus frames to work with. However, it also offers the worst possible reward, because you still have to do something with those plus frames afterwards. If that's the route you're choosing, stick to simple pokes, such as far A, far C, 2D, or far D if you want to check air space. Max mode will obviously help here, increasing your damage which each poke.
- Another way to apply pressure is to use j.CD. You'll also get some plus frames as reward, and will be right on top of your opponent, allowing to apply pressure more effectively. You could use his C grab, which is a hold grab, therefore, not techable. Either that, or just rely on pokes, like the previous method. Gives a slightly better reward because you're closer to the opponent, which gives you more options, however, you also risk getting hit by a reversal, so watch out for that.
- Lastly, you could try a 3 way mix. After hitting God Press, you hop towards your opponent while they get up. That gives you 3 options to work with: a jump in, an empty jump + low, or an empty jump + grab. If they stand up and block, which is the more likely scenario, use an empty jump + low. If they're using fuzzy guard to cover both low and overhead options, use your grab to condition them into pressing buttons. When they start pressing buttons, that's when you go back to use jump ins. It's all a matter of conditioning, so it depends on your own hability to apply pressure and to predict.
Defense
- Rugal's defense works, but not as well as some other characters. Genocide Cutter is a reversal, yes, but you can't rely on it like most of the cast with theirs, due to it's small hitbox. All of his anti air buttons require commitment. Deciding which option to use must be done skillfuly during the match, and all options depends on distance and height. Use the wrong button at the wrong distance, and something entirely different will come out and you'll get hit, so be careful.
- To check for air space, use far D. It's a descent button, and most of the time, will get the job done. I said most of the time. Some jump ins like Yashiro's j.A will flat out beat this button, so you'll have to improvise with something else on that case (I suggest meeting him mid air with j.C). Use this button with caution, since it's a heavy button, it has quite a lot of start up.
- To hit opponents too close from you in mid air, use cl.A. This button comes out in only a couple of frames, and hits really high in the air, being also amazing to stop cross up attempts. The catch here is that it's a proximity button, meaning that if you don't calculate the right distance to press the button, far A will come out instead, which can get you killed since it's not an anti air at all. If properly used, it's an amazing tool.
- Genocide Cutter (623D) will work as your reversal. Unfortunately, it's hitbox doesn't hit too low to the ground, meaning that some characters can low profile it quite easily, and they don't need to be small crouchers, even characters like Geese can go under it without much of a problem. Generally speaking, you should only use this as a punish for an obvious jump in, or if you expect your opponent to hit you with a mid or hop. Otherwise, be patient, block, and wait for an opportunity to get out of pressure with a quick poke.
Good to know stuff
- j.A, for whatever reason, is your only option to hit Mary's slide. Your other buttons will simply not reach her, due to her small hurtbox. If you see her slide coming, simply hop towards her with j.A and you'll be able to convert into a combo.
- j.CD is good to stop people from pressing 2C when you're going for an empty jump + low. Using it in neutral can be hard because of the awful hurtbox it has, so be careful with that button.
- Against Chin, don't rely on Kaiser Wave too much, since his 41236C can go under it.
- 6B is amazing as a whiff punish, because you can always combo it into God Press. This is key in certain match ups. Against Eiji, for instance, if he whiffs Kasumi Giri, you can combo 6B into God Press, which is not only a descent punish, but also puts him into the corner, drastically limiting his options. The timing to hit Kasumi Giri on it's recovery frames is tricky, but it's doable with some practice.
- Although you should ignore light Genocide Cutter 99.9% of the time, it might be useful to stuff out low buttons, since it has a disjointed hitbox in the first few active frames. Remember, this is not a reversal, so if the low is a meaty attack, you will get hit. But otherwise, this move will probably beat out most low to the ground moves, such as slides, or Billy's 2A.
Videos
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