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The epitome of the Dive Kick character, Rufus's strength lies almost entirely in his Dive Kick game. Also aiding in Rufus's strategy is his myriad of ways to combo his Ultra I for big damage and big comebacks. Rufus is perhaps one of the easiest characters to pick up in the game, but it turns out at the highest levels RUfus may be one of the trickiest characters to use. Defeating opponents is not simple with his weak set of Normal Moves, but if you can get into your opponent's head properly with his Dive Kick mix-up game and extremely powerful EX Messiah Kick, you can go very far with Rufus.}} | The epitome of the Dive Kick character, Rufus's strength lies almost entirely in his Dive Kick game. Also aiding in Rufus's strategy is his myriad of ways to combo his Ultra I for big damage and big comebacks. Rufus is perhaps one of the easiest characters to pick up in the game, but it turns out at the highest levels RUfus may be one of the trickiest characters to use. Defeating opponents is not simple with his weak set of Normal Moves, but if you can get into your opponent's head properly with his Dive Kick mix-up game and extremely powerful EX Messiah Kick, you can go very far with Rufus.}} | ||
=== Players to Watch === | |||
Justin Wong, Ricky Ortiz, Brentt, Andreas | |||
== Moves == | == Moves == | ||
Line 11: | Line 14: | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Vulture Kick | f + mk | high }} | {{SSFIVMoveListRow | Vulture Kick | {{f}} + {{mk}} | {{high}} }} | ||
{{SSFIVMoveListRow | Glory Kick | df + mk | low }} | {{SSFIVMoveListRow | Glory Kick | {{df}} + {{mk}} | {{low}} }} | ||
{{SSFIVMoveListRow | Fragrance Palm | f + hp | }} | {{SSFIVMoveListRow | Fragrance Palm | {{f}} + {{hp}} | }} | ||
{{SSFIVMoveListRow | Falcon Kick | (in air) df + mk | }} | {{SSFIVMoveListRow | Falcon Kick | (in air) {{df}} + {{mk}} | }} | ||
{{SSFIVMoveListRow | Target Combo | (near opponent) lk --- hk | }} | {{SSFIVMoveListRow | Target Combo | (near opponent) {{lk}} {{---}} {{hk}} | }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
Line 21: | Line 24: | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Head Bazooka | f or n + lp + lk | throw }} | {{SSFIVMoveListRow | Head Bazooka | {{f}} or {{n}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{SSFIVMoveListRow | Hand Machinegun | b + lp + lk | throw }} | {{SSFIVMoveListRow | Hand Machinegun | {{b}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
Line 28: | Line 31: | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Messiah Kick | qcf + k | }} | {{SSFIVMoveListRow | Messiah Kick | {{qcf}} + {{k}} | }} | ||
{{SSFIVMoveListRow | High Attack | lk | Perform after Messiah Kick; armorbreak }} | {{SSFIVMoveListRow | High Attack | {{lk}} | Perform after Messiah Kick; {{armorbreak}} }} | ||
{{SSFIVMoveListRow | Low Attack | mk | Perform after Messiah Kick; low }} | {{SSFIVMoveListRow | Low Attack | {{mk}} | Perform after Messiah Kick; {{low}} }} | ||
{{SSFIVMoveListRow | Mid Attack | hk | Perform after Messiah Kick; high }} | {{SSFIVMoveListRow | Mid Attack | {{hk}} | Perform after Messiah Kick; {{high}} }} | ||
{{SSFIVMoveListRow | Galactic Tornado | qcf + p | Only for mp and hp versions, f or b controls distance; ex armorbreak }} | {{SSFIVMoveListRow | Galactic Tornado | {{qcf}} + {{p}} | Only for {{mp}} and {{hp}} versions, {{f}} or {{b}} controls distance; {{ex}} {{armorbreak}} }} | ||
{{SSFIVMoveListRow | Snake Strike | dp + p | ex }} | {{SSFIVMoveListRow | Snake Strike | {{dp}} + {{p}} | {{ex}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
==== Super Combo ==== | ==== Super Combo ==== | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Spectacle Romance | qcf qcf + p | armorbreak }} | {{SSFIVMoveListRow | Spectacle Romance | {{qcf}} qcf + {{p}} | {{armorbreak}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
==== Ultra Combos ==== | ==== Ultra Combos ==== | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Space Opera Symphony | qcf qcf + 3p | armorbreak }} | {{SSFIVMoveListRow | Space Opera Symphony | {{qcf}} qcf + {{3p}} | {{armorbreak}} }} | ||
{{SSFIVMoveListRow | Big Bang Typhoon | qcb qcb + 3p | armorbreak }} | {{SSFIVMoveListRow | Big Bang Typhoon | {{qcb}} qcb + {{3p}} | {{armorbreak}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
== AE ver. 2012 Changes == | |||
''Big Bang Typhoon'' | |||
Adjusted number of hits against airborne opponents to a maximum of 10. | |||
''Messiah Kick'' | |||
Made light derivation combo on a medium hit. | |||
''Target Combo'' | |||
Expanded second hit’s hitbox downward to facilitate connecting with Blanka, etc. when crouching. | |||
''EX Galactic Tornado'' | |||
Increased opponent’s stun by 7F when hit by the suction part of the move. Gives attacker a possible +8F advantage when completing EX Focus→Dash in shortest possible time. | |||
== AE Changes == | == AE Changes == | ||
* Anti-air Ultra 2 does not give you the full hits. | |||
* EX Messiah does less damage. | |||
* Is considered to be mid-air right after the invincibility frames of his backdash ends. | |||
==The Basics== | ==The Basics== | ||
==Combos== | ==Combos== | ||
Line 128: | Line 156: | ||
| align="center" |-7 | | align="center" |-7 | ||
| align="center" |-2 | | align="center" |-2 | ||
| align="center" | | | align="center" |Forces stand | ||
| | | | | | ||
|- | |- | ||
Line 150: | Line 178: | ||
| align="center" |50*50 | | align="center" |50*50 | ||
| align="center" |40*20 | | align="center" |40*20 | ||
| align="center" |sp/su | | align="center" |sp/su*- | ||
| align="center" |7 | | align="center" |7 | ||
| align="center" |2(4)3 | | align="center" |2(4)3 | ||
Line 170: | Line 198: | ||
| align="center" |-5 | | align="center" |-5 | ||
| align="center" |0 | | align="center" |0 | ||
| align="center" | | | align="center" |Forces stand | ||
| | | | | | ||
|- | |- | ||
Line 212: | Line 240: | ||
| align="center" |0 | | align="center" |0 | ||
| align="center" |+4 | | align="center" |+4 | ||
| align="center" | | | align="center" |Frame advantage based on 2nd active frame | ||
| | | | | | ||
|- | |- | ||
Line 254: | Line 282: | ||
| align="center" |+2 | | align="center" |+2 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~13f lower body strike and projectile invincible, floats opponent | ||
| | | | | | ||
|- | |- | ||
Line 338: | Line 366: | ||
| align="center" |-6 | | align="center" |-6 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Hard knockdown | ||
| | | | | | ||
|- | |- | ||
Line 506: | Line 534: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |[1st air hit] floats opponent, [2nd air hit] limited juggle knockdown & pursuit property | ||
| | | | | | ||
|- | |- | ||
Line 520: | Line 548: | ||
| align="center" |-4 | | align="center" |-4 | ||
| align="center" |-1 | | align="center" |-1 | ||
| align="center" | | | align="center" |7~20f lower body strike and projectile invincible, 7~23f airborne | ||
| | | | | | ||
|- | |- | ||
Line 562: | Line 590: | ||
| align="center" |+7 | | align="center" |+7 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |pursuit property, guard advantage based on earliest jump | ||
| | | | | | ||
|- | |- | ||
Line 585: | Line 613: | ||
| align="center" |20 | | align="center" |20 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |10+11 | ||
| align="center" |2 | | align="center" |2 | ||
| align="center" |35 | | align="center" |35 | ||
Line 593: | Line 621: | ||
| | | | | | ||
|- | |- | ||
| |Focus | | |Focus Attack LVL 2 | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |100 | | align="center" |100 | ||
Line 599: | Line 627: | ||
| align="center" |40 | | align="center" |40 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |18+11 | ||
| align="center" |2 | | align="center" |2 | ||
| align="center" |35 | | align="center" |35 | ||
Line 607: | Line 635: | ||
| | | | | | ||
|- | |- | ||
| |Focus | | |Focus Attack LVL 3 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |160 | | align="center" |160 | ||
Line 632: | Line 660: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Hard knockdown, Opponent recovers 74F after you recover | ||
| | | | | | ||
|- | |- | ||
| |Back | | |Back Throw | ||
| align="center" |0.90 | | align="center" |0.90 | ||
| align="center" |130 | | align="center" |130 | ||
Line 646: | Line 674: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Hard knockdown, Opponent recovers 36F after you recover | ||
| | | | | | ||
|- | |- | ||
Line 657: | Line 685: | ||
| align="center" |24 | | align="center" |24 | ||
| align="center" |2 | | align="center" |2 | ||
| align="center" |8+20 | | align="center" |8 + After landing 20 | ||
| align="center" |-9 | | align="center" |-9 | ||
| align="center" |-5 | | align="center" |-5 | ||
| align="center" | | | align="center" |10f~ airborne, after landing 3f~ can cancel into followup | ||
| | | | | | ||
|- | |- | ||
Line 671: | Line 699: | ||
| align="center" |26 | | align="center" |26 | ||
| align="center" |2 | | align="center" |2 | ||
| align="center" |11+20 | | align="center" |11 + After landing 20 | ||
| align="center" |-12 | | align="center" |-12 | ||
| align="center" |-8 | | align="center" |-8 | ||
| align="center" | | | align="center" |10f~ airborne, after landing 3f~ can cancel into followup | ||
| | | | | | ||
|- | |- | ||
Line 685: | Line 713: | ||
| align="center" |35 | | align="center" |35 | ||
| align="center" |2 | | align="center" |2 | ||
| align="center" |5+20 | | align="center" |5 + After landing 20 | ||
| align="center" |-6 | | align="center" |-6 | ||
| align="center" |-2 | | align="center" |-2 | ||
| align="center" | | | align="center" |10f~ airborne, after landing 3f~ can cancel into followup | ||
| | | | | | ||
|- | |- | ||
Line 702: | Line 730: | ||
| align="center" |-14 | | align="center" |-14 | ||
| align="center" |-10 | | align="center" |-10 | ||
| align="center" | | | align="center" |1~16f Invincible, 11f~ airborne, after landing 2~17f can cancel into followup | ||
| | | | | | ||
|- | |- | ||
Line 713: | Line 741: | ||
| align="center" |12 | | align="center" |12 | ||
| align="center" |4 | | align="center" |4 | ||
| align="center" |14+21 | | align="center" |14 + After landing 21 | ||
| align="center" |-18 | | align="center" |-18 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~11f Invincible, 14f~ airborne, armor break, pursuit property | ||
| | | | | | ||
|- | |- | ||
Line 730: | Line 758: | ||
| align="center" |0 | | align="center" |0 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Hard knockdown | ||
| | | | | | ||
|- | |- | ||
Line 741: | Line 769: | ||
| align="center" |26 | | align="center" |26 | ||
| align="center" |5 | | align="center" |5 | ||
| align="center" | | | align="center" |After landing 17 | ||
| align="center" |-1 | | align="center" |-1 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |9f~ airborne, hard knockdown | ||
| | | | | | ||
|- | |- | ||
Line 752: | Line 780: | ||
| align="center" |50*50 | | align="center" |50*50 | ||
| align="center" |20/10*20 | | align="center" |20/10*20 | ||
| align="center" |su | | align="center" |su*- | ||
| align="center" |10 | | align="center" |10 | ||
| align="center" |8(6)2 | | align="center" |8(6)2 | ||
Line 758: | Line 786: | ||
| align="center" |-1 | | align="center" |-1 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |armor break, 1st hit pursuit property, projectile hitbox | ||
| | | | | | ||
|- | |- | ||
Line 766: | Line 794: | ||
| align="center" |50x3 | | align="center" |50x3 | ||
| align="center" |20/10*10*20 | | align="center" |20/10*10*20 | ||
| align="center" |su | | align="center" |su*-*- | ||
| align="center" |14 | | align="center" |14 | ||
| align="center" |10*11(5)2 | | align="center" |10*11(5)2 | ||
Line 772: | Line 800: | ||
| align="center" |-1 | | align="center" |-1 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |armor break, 1st hit pursuit property, projectile hitbox, can move forward during rotation | ||
| | | | | | ||
|- | |- | ||
Line 780: | Line 808: | ||
| align="center" |50x3 | | align="center" |50x3 | ||
| align="center" |20/10*10*20 | | align="center" |20/10*10*20 | ||
| align="center" |su | | align="center" |su*-*- | ||
| align="center" |15 | | align="center" |15 | ||
| align="center" |10*11(5)2 | | align="center" |10*11(5)2 | ||
Line 786: | Line 814: | ||
| align="center" |-1 | | align="center" |-1 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |armor break, 1st hit pursuit property, projectile hitbox, can move forward during rotation | ||
| | | | | | ||
|- | |- | ||
Line 794: | Line 822: | ||
| align="center" |0*100 | | align="center" |0*100 | ||
| align="center" |-250/0 | | align="center" |-250/0 | ||
| align="center" |su | | align="center" |su*- | ||
| align="center" |11 | | align="center" |11 | ||
| align="center" |19(3)1 | | align="center" |19(3)1 | ||
| align="center" | | | align="center" |22 | ||
| align="center" |-2 | | align="center" |-2 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1st hit vacuum effect, 2nd hit pursuit property, armor break, projectile hitbox, 13~14f cancellable, 1st hit cannot hit airborne opponents and cannot be countered | ||
| | | | | | ||
|- | |- | ||
Line 814: | Line 842: | ||
| align="center" |+2 | | align="center" |+2 | ||
| align="center" |+6 | | align="center" |+6 | ||
| align="center" | | | align="center" |1f~ airborne, pursuit property | ||
| | | | | | ||
|- | |- | ||
Line 828: | Line 856: | ||
| align="center" |0 | | align="center" |0 | ||
| align="center" |+4 | | align="center" |+4 | ||
| align="center" | | | align="center" |1f~ airborne, pursuit property | ||
| | | | | | ||
|- | |- | ||
Line 842: | Line 870: | ||
| align="center" |-1 | | align="center" |-1 | ||
| align="center" |+3 | | align="center" |+3 | ||
| align="center" | | | align="center" |1f~ airborne, pursuit property | ||
| | | | | | ||
|- | |- | ||
Line 856: | Line 884: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~10f Invincible, 1f~ airborne, pursuit property | ||
| | | | | | ||
|- | |- | ||
Line 870: | Line 898: | ||
| align="center" |-9 | | align="center" |-9 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~5f Invincible, 1st-2nd hit forces stand, 3rd hit untechable knockdown, 2nd-3rd hit armor breaks, 3rd hit triggers on a successful 2nd hit and starts in 104f, Opponent recovers 79 frames after you recover | ||
| | | | | | ||
|- | |- | ||
Line 884: | Line 912: | ||
| align="center" |-9 | | align="center" |-9 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~6f Invincible, 1st-2nd hit forces stand, 3rd hit untechable knockdown, 2nd-3rd hit armor breaks, 3rd hit triggers on a successful 2nd hit and starts in 104f, Opponent recovers 79 frames after you recover | ||
| | | | | | ||
|- | |- | ||
Line 898: | Line 926: | ||
| align="center" |-9 | | align="center" |-9 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1f Invincible, 1st-2nd hit forces stand, 3rd hit untechable knockdown, 2nd-3rd hit armor breaks, 3rd hit triggers on a successful 2nd hit and starts in 104f, Opponent recovers 79 frames after you recover | ||
| | | | | | ||
|- | |- | ||
Line 912: | Line 940: | ||
| align="center" |-13 | | align="center" |-13 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~9f Invincible, Untechable limited juggle knockdown, 9th hit armor breaks, pursuit property, 9th hit triggers 10th hit, opponent recovers 88F after you fully recover | ||
| | | | | | ||
|- | |- | ||
Line 926: | Line 954: | ||
| align="center" |-74 | | align="center" |-74 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~12f Invincible, 13~98f projectile invincible, untechable limited juggle knockdown, armor break, forward hitbox locks opponent/does 0 damage/does not lock airborne opponents/cannot be countered | ||
| | | | | | ||
|- | |- | ||
Line 957: | Line 985: | ||
|} | |} | ||
=====Notes | =====Notes===== | ||
[[Category:Super Street Fighter IV AE]] |
Latest revision as of 02:25, 9 December 2020


Rufus
Despite his appearances, Rufus's speed and mastery of his self-taught martial arts have managed to help Rufus make a name for himself in the Street Fighting circuit. Though he has yet to truly prove himself, Rufus has declared himself America's best warrior. However, he knows the only way to truly prove this is a match with Ken Masters, the true champion of America's Street Fighting circuit. But, as he is willing to tell anyone (in many, many, many, many words), there is no way he will lose that fight.
In a nutshell
The epitome of the Dive Kick character, Rufus's strength lies almost entirely in his Dive Kick game. Also aiding in Rufus's strategy is his myriad of ways to combo his Ultra I for big damage and big comebacks. Rufus is perhaps one of the easiest characters to pick up in the game, but it turns out at the highest levels RUfus may be one of the trickiest characters to use. Defeating opponents is not simple with his weak set of Normal Moves, but if you can get into your opponent's head properly with his Dive Kick mix-up game and extremely powerful EX Messiah Kick, you can go very far with Rufus.
Players to Watch
Justin Wong, Ricky Ortiz, Brentt, Andreas
Moves
Unique Attacks













Throws









Special Moves



















Super Combo



Ultra Combos






AE ver. 2012 Changes
Big Bang Typhoon
Adjusted number of hits against airborne opponents to a maximum of 10.
Messiah Kick
Made light derivation combo on a medium hit.
Target Combo
Expanded second hit’s hitbox downward to facilitate connecting with Blanka, etc. when crouching.
EX Galactic Tornado
Increased opponent’s stun by 7F when hit by the suction part of the move. Gives attacker a possible +8F advantage when completing EX Focus→Dash in shortest possible time.
AE Changes
- Anti-air Ultra 2 does not give you the full hits.
- EX Messiah does less damage.
- Is considered to be mid-air right after the invincibility frames of his backdash ends.