The King of Fighters '98/Rugal

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Introduction

pick c color it's nice

Colors

Snka.gif Snkb.gif Snkc.gif Snkd.gif
Rugal98 colorA.png Rugal98 colorB.png Rugal98 colorC.png Rugal98 colorD.png

Gameplay Overview

Returning from KoF95, Rugal has been toned down significantly from his Omega-self in that he no longer does stupid damage from every hit, so in 98 he is damned into the G-tier section along with other crap characters like Brian or Andy, but don't let that discourage you as Rugal is still a pretty cool guy! He requires moderate execution skills, mostly comboing into his super from his f + b command normal. He should be placed middle in the team as most of his damage comes from his Gigantic Pressure DM (and you'll probably want to have some better character as last anyway if you wanna win)

In-depth Analysis

Movelist

Frames Advantage Cancel Block Hitbox Notes
Standing Close
Snka.gif 2/2+3/8 -/- C HL
Rugal98 clA1.png
Rugal98 clA2.png
Typical close A, used as combo filler/pressure, also is his best anti-air, cancelable.
Snkb.gif 3/5/5 -/- C HL
Rugal98 closeB.png
Typical close B, used as combo filler/pressure, cancelable.
Snkc.gif 5/3+2/24 -/- -/C HL/HL
Rugal98 clC1.png
Rugal98 clC2.png
Rugal's main punishing tool, 2 hits, second is cancelable.
Snkd.gif 5/3+15+4/23 -/- C/- HL/HL
Rugal98 clD1.png
Rugal98 clD2.png
2 hits, cancelable on first hit. Same startup frame than cl.C
Standing Far
Snka.gif 5/4/11 -/- - HL
Rugal98 stA.png
Good poke. Great range, fast, hits crouchers.
Snkb.gif 6/3/16 -/- - L
Rugal98 stB.png
OK poke. Hits low.
Snkc.gif 16/3+3/30 -/- - HL
Rugal98 stC1.png
Rugal98 stC2.png
Good range but very slow, bad recovery, and not cancelable.
Snkd.gif 14/3+5/24 -/- - HL
Rugal98 stD1.png
Rugal98 stD2.png
Nice range but slow, okay to throw out sometimes though, can check people out of jumps late in the move, just watch the long recovery.
Snkc.gif+Snkd.gif 11/4/27 KD/ S HL
Rugal98 stCD.png
Very lacking range and slow to come out, attacks mostly vertically but not that useful as an anti-air.
Crouching
Snka.gif 2/3/9 -/- C HL
Rugal98 crA.png
Good and fast poke, cancelable, the range is pretty bad though.
Snkb.gif 3/4/6 -/- - L
Rugal98 crB.png
Typical low hitting c.B, okay range, throw it out when in range as a poke.
Snkc.gif 8/3+3/22 -/- C HL
Rugal98 crC1.png
Rugal98 crC2.png
Not much use. Cancelable.
Snkd.gif 11/4/25 -/- C L
Rugal98 crD.png
Long range cancelable sweep, kind of slow though.
Jump
Snka.gif 5/7 -/- - H
Rugal98 jA.png
Don't bother.
Snkb.gif 5/6 -/- - H
Rugal98 jB.png
Good as a crossup, not much else. The neutral jump version can instant overhead.
Snkc.gif 8/5 -/- - H
Rugal98 jC.png
Not too useful.
Snkd.gif 6/4 -/- - H
Rugal98 jD.png
Rugal's main jump-in, good priority as air-to-air, can crossup. Neutral jump version hits twice.
Snkc.gif+Snkd.gif 12/3 KD/- - HL
Rugal98 jCD.png
Pretty bad, bad hitbox, doesn't hit crouchers sometimes if done too early from hop, slow to come out, but I guess it's okay sometimes.
Neutral Jump
Snka.gif 5/7 -/- - H
Rugal98 njA.png
Snkb.gif 5/6 -/- - H
Rugal98 njB.png
Snkc.gif 8/5 -/- - H
Rugal98 njC.png
Snkd.gif 9/3+5 -/- -/- H/H
Rugal98 njD1.png
Rugal98 njD2.png
Command Normals

f + Snkb.gif

6/3+16+4/24 -/- C/- HL,H
Rugal98 fB1.png
Rugal98 fB2.png
Rugal's most important move. Fast, good range, chains from any cancelable normal, 2 hits of which the first is always cancelable and the second is an overhead, can be used as a poke by itself although the main use is to cancel into it from Rugal's normals and then cancel the first hit into a special/DM. Just watch for GC roll/C+D if you failed to cancel the first hit.

Normal Throws

  • b or f + C - Unbreakble, front knockdown, rollable.


  • b or f + D - Breakable, front knockdown, unrollable.


Both throws kind of stink, but D throw prefered in most cases, except if you have them cornered, as it's unrollable even though the wakeups are pretty much limited to C Reppuken, which isn't even meaty, unless you throw them into the corner. The C throw can't broken, but opponent can mash buttons to get out of it faster and reduce damage. Both throws send the opponent to the other side of the screen.

Special Moves

  • Reppuken (qcf + P) - A fireball. Fast to come out but bad recovery. A version goes slow, C version goes fast. Stick to the C version most of the time for blockstrings and such. Unlike in 95, you can't have this and a Kaiser Wave on the screen at the same time. You can setup an unblockable with this and his Dead End Screamer DM.


  • Kaiser Wave (f hcf + P) - Another fireball, except it's bigger. Very slow and telegraphed startup, easily countered by opponents who are awake with invincible Ranbus, rolls, etc. A version goes slow, C version goes very fast. Chargeable to do more hits and damage, but just begs to be punished. Unlike in 95, you can't have this and a Reppuken on the screen at the same time.


  • Genocide Cutter (dp + K) - Rugal's signature move, although it's pretty bad in this game. You'd think it's your typical dragon punch type attack, except this one goes mostly straight up and neither version has no invincibility at all thus limiting it's use. B version is sort of good as a poke as it's hard to punish at the tip and it's fast, D version is mostly just to get you killed. Overall not that useful except with limited anti-air capabilities, but even then you need to anticipate a jump.


  • Dark Barrier (qcf + K) - Reflects fireballs back at their thrower, even some DM fireballs. It also has an attack hitbox that knocks down on hit, but unlike what you may remember from KoF95 this version does not give frame advantage on block.


  • God Press (hcb + P) - Rugal runs at the opponent and tries to grab them, if he's succesful he'll deliver them nicely all the way into the corner for a hard knockdown. Although it's a "grab" it can be blocked. A version goes about 60% of the screen while C goes full screen. You'll want to limit this move into comboes only as it's terrible on block and has no invincibility or anything nor a particulary fast startup.

Desperation Moves

  • Gigantic Pressure (qcf hcb + P) - Rugal does a souped up version of his God Press special move with the exact same properties as the special. His main source of combo damage although buffering it from f + b can be tricky. MAX version does more damage and goes from corner to corner. It has a pretty great hitbox for catching hoppers with, and the MAX version's startup invincibility helps with this.


  • Dead End Screamer (qcf qcf + K) - The Rugal Spin! Rugal jumps at the opponent with a kick and if it hits he knocks them down on the floor and spins on them laughing and looking very silly. Unlike God Press and Gigantic Pressure this move is actually a grab in that it's unblockable, but it doesn't hit people in the air. This super is meant for jumping over fireballs and punishing them for it.

Takes some time to build up reaction speed and muscle memory for this. It does, however, do a little bit more damage than Gigantic Pressure on it's own, but you can't combo into it. B version goes a shorter distance than D version.

MAX version does more damage, and has startup invincibility along with 8 frames of invincibility when his feet are off the ground. The Max version makes it easier to go over super fireballs. The regular versions have no iframes.


Fastest Attacks

  • 0F: C throw; D throw
  • 1F: -
  • 2F: cl.A; cr.A
  • 3F: cl.B; cr.B
  • 4F: -
  • 5F: cl.C; cl.D; st.A
  • 6F: st.B; f + B
  • 7F: -
  • 8F: cr.C
  • 9F: -
  • 10F: -

Combos

  • Best jump-ins:
    • j.D (Can crossup.)
    • j.B (Can crossup.)


  • cl.C (2 hit) / (cr.B, cr.A, cr.A) > f + B (1 hit) >
    • (S)DM qcf hcb + P
    • hcb + C
    • dp + D (Close.)
    • qcf + P (No knockdown.)
    • qcf + D


  • cr.B, cr.A >
    • (S)DM qcf hcb + P
    • dp + D (Close.)


  • cr.A > hcb + C (Point blank.)


  • Simple buffers:
    • cr.B, cl.A / cl.B > (S)DM qcf hcb + P
      • cr.B, qcf + A/B > hcb + P (As cr.B is not cancelable, qcf + A/B will chain into a normal attack.)


Strategy Corner

  • MAX: cl.C (2 hits) > f + B (1 hit) > hcb + C

deals ??? than

  • cl.C (2 hits) > f + B (1 hit) > qcf hcb + P

Keep this in mind, when you need to decide whether to trigger MAX or keep meter for a DM.

Advanced Strategy

D version of genocide cutter's first hit launches enemy straight upward. and you can get any fast enough follow up. so if you managed to get cross-counter with it, you can do massive damaging combo. such as D genocide cutter (1hit cross-counter), another genocide cutter or GIGANTIC PRESSURE.