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{{USFIV Char Subnav|chara=Rufus}} | |||
{{TOClimit|2}} | |||
{{USFIVHeader}} | {{USFIVHeader}} | ||
{{USFIVCharacterHeader|Rufus|Rufus| | {{USFIVCharacterHeader|Rufus|Rufus| | ||
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'''Players to Watch''' | '''Players to Watch''' | ||
[http://www.youtube.com/results?search_query=Inco+Rufus Inco] ( | [http://www.youtube.com/results?search_query=Inco+Rufus+USF4 Inco] (JP), [http://www.youtube.com/results?search_query=Andreas+Rufus+USF4 Andreas] (UK), [http://www.youtube.com/results?search_query=Ricky+Ortiz+Rufus+USF4 Ricki Ortiz] (US), [http://www.youtube.com/results?search_query=Justin+Wong+Rufus+USF4 Justin Wong] (US), [http://www.youtube.com/results?search_query=Kindevu+Rufus Kindevu] (JP), [http://www.youtube.com/results?search_query=Haitani+Rufus Haitani] (JP), [http://www.youtube.com/results?search_query=Brenttiscool+Rufus+USF4 Brenttiscool] (US) | ||
[http://www.youtube.com/results?search_query=Andreas+Rufus Andreas] (UK) | |||
[http://www.youtube.com/results?search_query=Ricky+Ortiz+Rufus Ricki Ortiz] (US) | [[Image:OmegaSF4 Icon.png|thumb|center|100px|link=Ultra_Street_Fighter_IV/Rufus/Omega|Click for Omega SF4 version]] | ||
[http://www.youtube.com/results?search_query=Justin+Wong+Rufus Justin Wong] (US) | |||
[http://www.youtube.com/results?search_query=Kindevu+Rufus Kindevu] ( | |||
[http://www.youtube.com/results?search_query=Haitani+Rufus Haitani] ( | |||
== Ultra SFIV Changes == | == Ultra SFIV Changes == | ||
[https://wiki.supercombo.gg/w/Street_Fighter_IV/Changelist#Rufus Rufus SF4 Changelist] | |||
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{{USFIVFrameDataGlanceTableHeader}} | {{USFIVFrameDataGlanceTableHeader}} | ||
{{USFIVFrameDataGlanceHeader}} | {{USFIVFrameDataGlanceHeader}} | ||
{{USFIVFrameDataGlanceRow|Close LP|Close Jab|Close lp||Close | {{USFIVFrameDataGlanceRow|Close LP|Close Jab|Close lp||Close {{lp}}|30|50|20|HL|ch/sp/su|4|2|7|12|11|14|2|5|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Close MP|Close Strong|Close mp||Close | {{USFIVFrameDataGlanceRow|Close MP|Close Strong|Close mp||Close {{mp}}|80|100|40|HL|sp/su|5|2|10|16|14|17|2|5|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Close HP|Close Fierce|Close hp||Close | {{USFIVFrameDataGlanceRow|Close HP|Close Fierce|Close hp||Close {{hp}}|100|200|60|HL|sp/su|6|2|23|30|18|23|-7|-2|Forces stand||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Close LK|Close Short|Close lk||Close | {{USFIVFrameDataGlanceRow|Close LK|Close Short|Close lk||Close {{lk}}|30|50|20|HL|-|4|2|6|11|11|14|3|6|Cannot be chained into||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Close MK|Close Forward|Close mk||Close | {{USFIVFrameDataGlanceRow|Close MK|Close Forward|Close mk||Close {{mk}}|30*50|50*50|40*20|HL|sp/su*-|7|2(4)3|11|26|14|17|0|3|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Close HK|Close Roundhouse|Close hk||Close | {{USFIVFrameDataGlanceRow|Close HK|Close Roundhouse|Close hk||Close {{hk}}|110|200|60|HL|su|8|2|21|30|18|23|-5|0|Forces stand||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Far LP|Far Jab|lp||Far | {{USFIVFrameDataGlanceRow|Far LP|Far Jab|lp||Far {{lp}}|20|50|20|HL|ch/sp/su|5|2|5|11|11|14|4|7|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Far MP|Far Strong|mp||Far | {{USFIVFrameDataGlanceRow|Far MP|Far Strong|mp||Far {{mp}}|90|100|40|HL|sp/su|7|2|12|20|14|17|0|3|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Far HP|Far Fierce|hp||Far | {{USFIVFrameDataGlanceRow|Far HP|Far Fierce|hp||Far {{hp}}|120|200|60|HL|-|9|3|16|27|18|22|-1|3|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Far LK|Far Short|lk||Far | {{USFIVFrameDataGlanceRow|Far LK|Far Short|lk||Far {{lk}}|40|50|20|HL|-|6|2|7|14|11|14|2|5|Cannot be chained into||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Far MK|Far Forward|mk||Far | {{USFIVFrameDataGlanceRow|Far MK|Far Forward|mk||Far {{mk}}|70|100|40|HL|-|10|2|17|28|14|17|-4|-1|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Far HK|Far Roundhouse|hk||Far | {{USFIVFrameDataGlanceRow|Far HK|Far Roundhouse|hk||Far {{hk}}|90|150|60|HL|-|17|2|14|32|18|-|2|-|||||Free Juggle|Free Juggle|Soft Knockdown|Soft Knockdown|-|-|Lower body: 1~13F|Lower body: 1~13F|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Crouch LP|Crouch Jab|d + lp||Crouch | {{USFIVFrameDataGlanceRow|Crouch LP|Crouch Jab|d + lp||Crouch {{lp}}|30|50|20|HL|ch/sp/su|4|2|8|13|11|14|1|4|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Crouch MP|Crouch Strong|d + mp||Crouch | {{USFIVFrameDataGlanceRow|Crouch MP|Crouch Strong|d + mp||Crouch {{mp}}|80|100|40|HL|sp/su|7|3|10|19|14|17|1|4|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Crouch HP|Crouch Fierce|d + hp||Crouch | {{USFIVFrameDataGlanceRow|Crouch HP|Crouch Fierce|d + hp||Crouch {{hp}}|100|200|60|HL|-|14|2|30|45|18|22|-14|-10|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Crouch LK|Crouch Short|d + lk||Crouch | {{USFIVFrameDataGlanceRow|Crouch LK|Crouch Short|d + lk||Crouch {{lk}}|20|50|20|L|ch/sp/su|4|2|9|14|11|14|0|3|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Crouch MK|Crouch Forward|d + mk||Crouch | {{USFIVFrameDataGlanceRow|Crouch MK|Crouch Forward|d + mk||Crouch {{mk}}|70|100|40|L|sp/su|6|1|16|22|14|17|-3|0|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Crouch HK|Crouch Roundhouse|d + hk||Crouch | {{USFIVFrameDataGlanceRow|Crouch HK|Crouch Roundhouse|d + hk||Crouch {{hk}}|110|200|60|L|-|12|2|22|35|18|-|-6|-|||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Vulture Kick|Overhead|f + mk|| | {{USFIVFrameDataGlanceRow|Vulture Kick|Overhead|f + mk||Overhead<br>{{Right}}+{{mk}}|60|50|40|H|-|21|2|16|38|14|17|-4|-1|||||||Reset|Reset|-|-|Lower body: 7~20F|Lower body: 7~20F|-|7~23F|-|}} | ||
{{USFIVFrameDataGlanceRow|Glory Kick|Rolling Kick|df + mk|| | {{USFIVFrameDataGlanceRow|Glory Kick|Rolling Kick|df + mk||{{Downright}}+{{mk}}|50|50|40|L|-|21|2|12|34|14|17|0|3|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Fragrance Palm|Fragrance Palm|f + hp|| | {{USFIVFrameDataGlanceRow|Fragrance Palm|Fragrance Palm|f + hp||{{Right}}+{{hp}}|100|150|60|HL|-|19|5|18|41|18|-|-5|-|||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Target Combo|Target Combo|lk --- hk|| | {{USFIVFrameDataGlanceRow|Target Combo|Target Combo|lk {{---}} hk||{{lk}}>{{hk}}|70|100|30|HL|-|8|2|21|30|15|-|-8|-|||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceHeader}} | {{USFIVFrameDataGlanceHeader}} | ||
{{USFIVFrameDataGlanceRow|Neutral Jump LP|Neutral Jump Jab|u + lp||Neutral Jump | {{USFIVFrameDataGlanceRow|Neutral Jump LP|Neutral Jump Jab|u + lp||Neutral Jump {{lp}}|50|50|20|H|-|5|7|-|11|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~11F|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Neutral Jump MP|Neutral Jump Strong|u + mp||Neutral Jump | {{USFIVFrameDataGlanceRow|Neutral Jump MP|Neutral Jump Strong|u + mp||Neutral Jump {{mp}}|80|100|40|H|-|6|5|-|10|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~10F|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Neutral Jump HP|Neutral Jump Fierce|u + hp||Neutral Jump | {{USFIVFrameDataGlanceRow|Neutral Jump HP|Neutral Jump Fierce|u + hp||Neutral Jump {{hp}}|100|200|60|H|-|5|7|-|11|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~11F|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Neutral Jump LK|Neutral Jump Short|u + lk||Neutral Jump | {{USFIVFrameDataGlanceRow|Neutral Jump LK|Neutral Jump Short|u + lk||Neutral Jump {{lk}}|50|50|20|H|-|5|6|-|10|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~10F|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Neutral Jump MK|Neutral Jump Forward|u + mk||Neutral Jump | {{USFIVFrameDataGlanceRow|Neutral Jump MK|Neutral Jump Forward|u + mk||Neutral Jump {{mk}}|90|100|40|H|-|4|6|-|9|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~3F|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Neutral Jump HK|Neutral Jump Roundhouse|u + hk||Neutral Jump | {{USFIVFrameDataGlanceRow|Neutral Jump HK|Neutral Jump Roundhouse|u + hk||Neutral Jump {{hk}}|110|200|60|H|-|6|4|-|9|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~9F|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Angled Jump LP|Angled Jump Jab|ub / uf + lp||Angled Jump | {{USFIVFrameDataGlanceRow|Angled Jump LP|Angled Jump Jab|ub / {{uf}} + lp||Angled Jump {{lp}}|50|50|20|H|-|6|6|-|11|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~11F|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Angled Jump MP|Angled Jump Strong|ub / uf + mp||Angled Jump | {{USFIVFrameDataGlanceRow|Angled Jump MP|Angled Jump Strong|ub / {{uf}} + mp||Angled Jump {{mp}}|80|100|40|H|-|6|9|-|14|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~14F|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Angled Jump HP|Angled Jump Fierce|ub / uf + hp||Angled Jump | {{USFIVFrameDataGlanceRow|Angled Jump HP|Angled Jump Fierce|ub / {{uf}} + hp||Angled Jump {{hp}}|100|200|60|H|-|7|5|-|11|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~11F|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Angled Jump LK|Angled Jump Short|ub / uf + lk||Angled Jump | {{USFIVFrameDataGlanceRow|Angled Jump LK|Angled Jump Short|ub / {{uf}} + lk||Angled Jump {{lk}}|50|50|20|H|-|6|7|-|12|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~12F|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Angled Jump MK|Angled Jump Forward|ub / uf + mk||Angled Jump | {{USFIVFrameDataGlanceRow|Angled Jump MK|Angled Jump Forward|ub / {{uf}} + mk||Angled Jump {{mk}}|80|100|40|H|-|7|5|-|11|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~16F|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Angled Jump HK|Angled Jump Roundhouse|ub / uf + hk||Angled Jump | {{USFIVFrameDataGlanceRow|Angled Jump HK|Angled Jump Roundhouse|ub / {{uf}} + hk||Angled Jump {{hk}}|50*40|50*100|60*20|H|-|7|3(4)3|-|16|||-|-|||||||[1st Hit]: Free Juggle, [2nd Hit]: Soft Knockdown|[1st Hit]: Free Juggle, [2nd Hit]: Soft Knockdown|-|-|-|-|-|-|JP: 0*1|}} | ||
{{USFIVFrameDataGlanceRow|Falcon Kick|Dive Kick|(in air) df + mk||Dive Kick|70|100|40|HL|-|11|Until ground|-|11|||7| | {{USFIVFrameDataGlanceRow|Falcon Kick|Dive Kick|(in air) {{df}} + mk||Dive Kick<br>Air {{Downright}}{{mk}}|70|100|40|HL|-|11|Until ground|-|11|||-4~7|0~11|Lower connect gives better frame advantage||||||Reset|Reset|-|-|-|-|-|-|JP: 1|}} | ||
{{USFIVFrameDataGlanceHeader}} | {{USFIVFrameDataGlanceHeader}} | ||
{{USFIVFrameDataGlanceRow|Focus Attack (Level 1)|Level 1 Focus|mp + mk||Level 1 Focus|80|100|20|HL|-|10+11|2|35|57|16|16|-21|-21|Range: 1.761|||||Crumple|Soft Knockdown|Soft Knockdown|1~10F|-|-|-|-|-|-|}} | {{USFIVFrameDataGlanceRow|Focus Attack (Level 1)|Level 1 Focus|mp + mk||Level 1 Focus|80|100|20|HL|-|10+11|2|35|57|16|16|-21|-21|Range: 1.761|||||Crumple|Soft Knockdown|Soft Knockdown|1~10F|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Focus Attack (Level 2)|Level 2 Focus|mp + mk||Level 2 Focus|100|150|40|HL|-|18+11|2|35|65|22|-|-15|-|Range: 1.761||||Crumple|Crumple|Free Juggle|Free Juggle|1~18F|-|-|-|-|-|-|}} | {{USFIVFrameDataGlanceRow|Focus Attack (Level 2)|Level 2 Focus|mp + mk||Level 2 Focus|100|150|40|HL|-|18+11|2|35|65|22|-|-15|-|Range: 1.761||||Crumple|Crumple|Free Juggle|Free Juggle|1~18F|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Focus Attack (Level 3)|Level 3 Focus|mp + mk||Level 3 Focus|160|200|60|-|-|58|2|35|94|-|-|-|-|Range: 1.761, cannot hit pre-jump|X|||Crumple|Crumple|Free Juggle|Free Juggle|1~57F|-|-|-|-|-|-|}} | {{USFIVFrameDataGlanceRow|Focus Attack (Level 3)|Level 3 Focus|mp + mk||Level 3 Focus|160|200|60|-|-|58|2|35|94|-|-|-|-|Range: 1.761, cannot hit pre-jump|X|||Crumple|Crumple|Free Juggle|Free Juggle|1~57F|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Red Focus Attack (Level 1)|Level 1 Red Focus|lp + mp + mk||Level 1 Red Focus|100|100|20|HL|-|10+11|2|35|57|16|16|-21|-21|Range: 1.761, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block|||||Crumple|Soft Knockdown|Soft Knockdown|1~10F (99 hits)|-|-|-|-|-|-|}} | {{USFIVFrameDataGlanceRow|Red Focus Attack (Level 1)|Level 1 Red Focus|lp + {{mp}} + mk||Level 1 Red Focus|100|100|20|HL|-|10+11|2|35|57|16|16|-21|-21|Range: 1.761, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block|||||Crumple|Soft Knockdown|Soft Knockdown|1~10F (99 hits)|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Red Focus Attack (Level 2)|Level 2 Red Focus|lp + mp + mk||Level 2 Red Focus|150|150|40|HL|-|18+11|2|35|65|22|-|-15|-|Range: 1.761, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block||||Crumple|Crumple|Free Juggle|Free Juggle|1~18F (99 hits)|-|-|-|-|-|-|}} | {{USFIVFrameDataGlanceRow|Red Focus Attack (Level 2)|Level 2 Red Focus|lp + {{mp}} + mk||Level 2 Red Focus|150|150|40|HL|-|18+11|2|35|65|22|-|-15|-|Range: 1.761, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block||||Crumple|Crumple|Free Juggle|Free Juggle|1~18F (99 hits)|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Red Focus Attack (Level 3)|Level 3 Red Focus|lp + mp + mk||Level 3 Red Focus|240|200|60|-|-|58|2|35|94|-|-|-|-|Range: 1.761, Opponent gains 30 meter on hit, cannot hit pre-jump|X|||Crumple|Crumple|Free Juggle|Free Juggle|1~58F (99 hits)|-|-|-|-|-|-|}} | {{USFIVFrameDataGlanceRow|Red Focus Attack (Level 3)|Level 3 Red Focus|lp + {{mp}} + mk||Level 3 Red Focus|240|200|60|-|-|58|2|35|94|-|-|-|-|Range: 1.761, Opponent gains 30 meter on hit, cannot hit pre-jump|X|||Crumple|Crumple|Free Juggle|Free Juggle|1~58F (99 hits)|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|EX Red Focus Attack (Level 1)|Level 1 EX Red Focus|lp + mp + mk||Level 1 EX Red Focus|100|100|20|HL|-|10+11|2|35|57|22|-|-15|-|Range: 1.761, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block||||Crumple|Crumple|Free Juggle|Free Juggle|-|-|-|-|-|-|-|}} | {{USFIVFrameDataGlanceRow|EX Red Focus Attack (Level 1)|Level 1 EX Red Focus|lp + {{mp}} + mk||Level 1 EX Red Focus|100|100|20|HL|-|10+11|2|35|57|22|-|-15|-|Range: 1.761, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block||||Crumple|Crumple|Free Juggle|Free Juggle|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceHeader}} | {{USFIVFrameDataGlanceHeader}} | ||
{{USFIVFrameDataGlanceRow|Head Bazooka|Forward Throw|f or n + lp + lk||Forward Throw|135|120|40|0.907|-|3|2|20|24|-|-|-|-|Opponent recovers 74F after you recover|||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}} | {{USFIVFrameDataGlanceRow|Head Bazooka|Forward Throw|f or {{n}} + {{lp}} + lk||Forward Throw|135|120|40|0.907|-|3|2|20|24|-|-|-|-|Opponent recovers 74F after you recover|||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Hand Machinegun|Back Throw|b + lp + lk||Back Throw|130|160|40|0.907|-|3|2|20|24|-|-|-|-|Opponent recovers 36F after you recover|||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}} | {{USFIVFrameDataGlanceRow|Hand Machinegun|Back Throw|b + {{lp}} + lk||Back Throw|130|160|40|0.907|-|3|2|20|24|-|-|-|-|Opponent recovers 36F after you recover|||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceHeader}} | {{USFIVFrameDataGlanceHeader}} | ||
{{USFIVFrameDataGlanceRow|Messiah Kick|Messiah Kick|qcf + k ex||Messiah Kick | {{USFIVFrameDataGlanceRow|Messiah Kick|Messiah Kick|qcf + {{k}} ex||Messiah Kick {{lk}}|80|100|20/30|HL|-|24|2|8 + After landing 20|53|21|25|-9|-5|After landing 3F~ can cancel into followup, builds 10 meter on block||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|10F~|JP: 7|}} | ||
{{USFIVFrameDataGlanceRow|||||Messiah Kick | {{USFIVFrameDataGlanceRow|||||Messiah Kick {{mk}}|80|100|20/30|HL|-|26|2|11 + After landing 20|58|21|25|-12|-8|After landing 3F~ can cancel into followup, builds 10 meter on block||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|10F~|-|}} | ||
{{USFIVFrameDataGlanceRow|||||Messiah Kick | {{USFIVFrameDataGlanceRow|||||Messiah Kick {{hk}}|80|100|20/30|HL|-|35|2|5 + After landing 20|61|21|25|-6|-2|After landing 3F~ can cancel into followup, builds 10 meter on block||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|10F~|-|}} | ||
{{USFIVFrameDataGlanceRow|EX Messiah Kick|EX Messiah Kick|||Messiah Kick | {{USFIVFrameDataGlanceRow|EX Messiah Kick|EX Messiah Kick|||Messiah Kick {{ex}}|15x4*20|10x4*50|-250/0|HL|-|11|3(1)2(1)<br>2(1)2(8)2|6+27|65|21|25|-14|-10|After landing, 2~17F can cancel into followup, opponent gains 15x5 meter on hit, 10x4*5 on block||||||Soft Knockdown|Soft Knockdown|-|All: 1~13F|-|-|-|11F~|JP: 0*1*2*3*4|}} | ||
{{USFIVFrameDataGlanceRow|High Attack|Messiah Flash Kick Followup|lk armorbreak|Perform after Messiah Kick|Messiah Flash Kick Followup|60|100|20/30|HL|su|12|4|14 + After landing 21|50|21|-|-18|-|Builds 20 meter on block|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 1~11F|-|-|-|14F~|JP: 7|}} | {{USFIVFrameDataGlanceRow|High Attack|Messiah Flash Kick Followup|lk armorbreak|Perform after Messiah Kick|Messiah Flash Kick Followup|60|100|20/30|HL|su|12|4|14 + After landing 21|50|21|-|-18|-|Builds 20 meter on block|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 1~11F|-|-|-|14F~|JP: 7|}} | ||
{{USFIVFrameDataGlanceRow|Low Attack|Messiah Low Followup|mk|Perform after Messiah Kick|Messiah Low Followup|80|100|20/30|L|-|19|2|22|42|21|-|-3|-|Builds 20 meter on block||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}} | {{USFIVFrameDataGlanceRow|Low Attack|Messiah Low Followup|mk|Perform after Messiah Kick|Messiah Low Followup|80|100|20/30|L|-|19|2|22|42|21|-|-3|-|Builds 20 meter on block||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Mid Attack|Messiah Overhead Followup|hk|Perform after Messiah Kick|Messiah Overhead Followup|90|150|20/30|H|-|26|5|After landing 19|49|21|-|-3|-|Builds 20 meter on block||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|9F~|-|}} | {{USFIVFrameDataGlanceRow|Mid Attack|Messiah Overhead Followup|hk|Perform after Messiah Kick|Messiah Overhead Followup|90|150|20/30|H|-|26|5|After landing 19|49|21|-|-3|-|Builds 20 meter on block||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|9F~|-|}} | ||
{{USFIVFrameDataGlanceRow|Galactic Tornado|Galactic Tornado|qcf + p ex armorbreak|For mp and hp versions, b or f controls forward distance traveled|Galactic Tornado | {{USFIVFrameDataGlanceRow|Galactic Tornado|Galactic Tornado|qcf + {{p}} {{ex}} armorbreak|For {{mp}} and {{hp}} versions, {{b}} or {{f}} controls forward distance traveled|Galactic Tornado {{lp}}|40*50|50*50|20/10*20|HL|su*-|10|8(6)2|20|45|21|-|-1|-|Builds 8*10 meter on block|X|X||||||-|-|-|-|-|-|JP: 1*0|}} | ||
{{USFIVFrameDataGlanceRow|||||Galactic Tornado | {{USFIVFrameDataGlanceRow|||||Galactic Tornado {{mp}}|50*20*40|50x3|20/10*10*20|HL|su*-*-|14|10*11(5)2|20|61|21|-|-1|-|Can move forward during rotation, builds 8x2*10 meter on block|X|X||||||-|-|-|-|-|-|JP: 1*0*0|}} | ||
{{USFIVFrameDataGlanceRow|||||Galactic Tornado | {{USFIVFrameDataGlanceRow|||||Galactic Tornado {{hp}}|50*20*50|50x3|20/10*10*20|HL|su*-*-|15|10*11(5)2|20|62|21|-|-1|-|Can move forward during rotation, builds 8x2*10 meter on block|X|X||||||-|-|-|-|-|-|JP: 1*0*0|}} | ||
{{USFIVFrameDataGlanceRow|EX Galactic Tornado|EX Galactic Tornado|||Galactic Tornado | {{USFIVFrameDataGlanceRow|EX Galactic Tornado|EX Galactic Tornado|||Galactic Tornado {{ex}}|0*130|0*100|-250/0|HL|su*-|11|19(3)1|22|55|21|-|-2|-|13~14f cancellable, 1st hit cannot hit airborne, opponent gains 5*10 meter on hit, 4*5 on block|X|X||[1st Hit]: Vacuum effect, [2nd Hit]: Soft Knockdown|[1st Hit]: Vacuum effect, [2nd Hit]: Soft Knockdown|[2nd Hit]: Soft Knockdown|[2nd Hit]: Soft Knockdown|-|-|-|-|-|-|JP: 0*3|}} | ||
{{USFIVFrameDataGlanceRow|Snake Strike|Snake Strike|dp + p ex||Snake Strike | {{USFIVFrameDataGlanceRow|Snake Strike|Snake Strike|dp + {{p}} ex||Snake Strike {{lp}}|40x5|40x5|20/16x7|HL|-|8|1(3)1(3)<br>1(4)1(3)1|1+17|43|21|25|2|6|Builds 10x5 meter on block||||||||-|-|-|-|-|1F~|JP: 1x3*2x2|}} | ||
{{USFIVFrameDataGlanceRow|||||Snake Strike | {{USFIVFrameDataGlanceRow|||||Snake Strike {{mp}}|40x7|40x7|20/16x7|HL|-|7|1(3)1(2)2(3)<br>1(3)1(3)1(3)2|2+17|51|21|25|0|4|Builds 10x7 meter on block||||||||-|-|-|-|-|1F~|JP: 1x3*2x3*3|}} | ||
{{USFIVFrameDataGlanceRow|||||Snake Strike | {{USFIVFrameDataGlanceRow|||||Snake Strike {{hp}}|40x7|40x7|20/16x7|HL|-|6|1(3)1(2)1(3)<br>2(2)1(3)1(3)1|4+17|50|21|25|-1|3|Builds 10x7 meter on block||||||||-|-|-|-|-|1F~|JP: 1x3*2x3*3|}} | ||
{{USFIVFrameDataGlanceRow|EX Snake Strike|EX Snake Strike|||Snake Strike | {{USFIVFrameDataGlanceRow|EX Snake Strike|EX Snake Strike|||Snake Strike {{ex}}|30x7|30x7|-250/0|HL|-|7|1(1)2(1)1(2)<br>2(1)1(2)1(2)1|15+17|56|-|-|-|-|[Counter hit vs Airborne] increased knockback, opponent gains 8x7 meter on hit, 5x7 on block||||||||-|All: 1~10F|-|-|-|1F~|JP: 1~7 sequentially|}} | ||
{{USFIVFrameDataGlanceHeader}} | {{USFIVFrameDataGlanceHeader}} | ||
{{USFIVFrameDataGlanceRow|Spectacle Romance|Super|qcf qcf + p||Super Combo | {{USFIVFrameDataGlanceRow|Spectacle Romance|Super|qcf {{qcf}} + p||Super Combo {{lp}}|100*80*150|0|-1000/0|HL|-|1+6|1(14)1|29|51|21|-|-9|-|Restands opponent on air hit, 2nd-3rd Hit armor breaks, 3rd hit triggers on a successful 2nd hit and starts in 104f, opponent recovers 79 frames after you recover, opponent gains 20x3 meter on hit, 5x2 on block|X|||[1st~2nd Hit]: Forces stand, [3rd Hit]: Hard Knockdown|[1st~2nd Hit]: Forces stand, [3rd Hit]: Hard Knockdown|[1st~2nd Hit]: Forces stand, [3rd Hit]: Hard Knockdown|[1st~2nd Hit]: Forces stand, [3rd Hit]: Hard Knockdown|-|All: 1~5F|-|-|-|-|JP: 127|}} | ||
{{USFIVFrameDataGlanceRow|||||Super Combo | {{USFIVFrameDataGlanceRow|||||Super Combo {{mp}}|100*80*150|0|-1000/0|HL|-|1+13|2(14)1|29|59|21|-|-9|-|Restands opponent on air hit, 2nd-3rd Hit armor breaks, 3rd hit triggers on a successful 2nd hit and starts in 104f, opponent recovers 79 frames after you recover, opponent gains 20x3 meter on hit, 5x2 on block|X|||[1st~2nd Hit]: Forces stand, [3rd Hit]: Hard Knockdown|[1st~2nd Hit]: Forces stand, [3rd Hit]: Hard Knockdown|[1st~2nd Hit]: Forces stand, [3rd Hit]: Hard Knockdown|[1st~2nd Hit]: Forces stand, [3rd Hit]: Hard Knockdown|-|All: 1~6F|-|-|-|-|JP: 127|}} | ||
{{USFIVFrameDataGlanceRow|||||Super Combo | {{USFIVFrameDataGlanceRow|||||Super Combo {{hp}}|100*80*150|0|-1000/0|HL|-|1+15|3(14)1|29|62|21|-|-9|-|Restands opponent on air hit, 2nd-3rd Hit armor breaks, 3rd hit triggers on a successful 2nd hit and starts in 104f, opponent recovers 79 frames after you recover, opponent gains 20x3 meter on hit, 5x2 on block|X|||[1st~2nd Hit]: Forces stand, [3rd Hit]: Hard Knockdown|[1st~2nd Hit]: Forces stand, [3rd Hit]: Hard Knockdown|[1st~2nd Hit]: Forces stand, [3rd Hit]: Hard Knockdown|[1st~2nd Hit]: Forces stand, [3rd Hit]: Hard Knockdown|-|All: 1F|-|-|-|-|JP: 127|}} | ||
{{USFIVFrameDataGlanceHeader}} | {{USFIVFrameDataGlanceHeader}} | ||
{{USFIVFrameDataGlanceRow|Space Opera Symphony|Ultra I|qcf qcf + 3p||Ultra Combo 1|32*32*38x7*90|0|0/0|HL|-|0+9|3(6)3(10)3(22)3(17)2(6)3(9)3(2)3(14)2|32|151|22|-|-13|-|9th hit armor breaks, pursuit property, 9th hit triggers 10th hit, opponent recovers 88F after you fully recover, opponent gains 20x10 meter on hit, 5x9 on block|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~9F|-|-|-|-|JP: 127|}} | {{USFIVFrameDataGlanceRow|Space Opera Symphony|Ultra I|qcf {{qcf}} + 3p||Ultra Combo 1|32*32*<br>38x7*90|0|0/0|HL|-|0+9|3(6)3(10)3(22)<br>3(17)2(6)3(9)<br>3(2)3(14)2|32|151|22|-|-13|-|9th hit armor breaks, pursuit property, 9th hit triggers 10th hit, opponent recovers 88F after you fully recover, opponent gains 20x10 meter on hit, 5x9 on block|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~9F|-|-|-|-|JP: 127|}} | ||
{{USFIVFrameDataGlanceRow|Big Bang Typhoon|Ultra II|qcb qcb + 3p||Ultra Combo 2|47*17*17*18x14*27|0|0/0|HL|-|0+11|88|87|185|-|-|-74|-|1st hit cannot hit airborne, opponent gains 5*10x18 meter on hit, 4*5x18 on block|X|||[1st Hit]: Vacuum, [18th Hit]: Hard Knockdown|[1st Hit]: Vacuum, [18th Hit]: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~12F|-|All: 13~98F|-|-|JP: 0 (if any hit connects vs airborne all hits become JP: 127)|}} | {{USFIVFrameDataGlanceRow|Big Bang Typhoon|Ultra II|qcb {{qcb}} + 3p||Ultra Combo 2|47*17*17*<br>18x14*27|0|0/0|HL|-|0+11|88|87|185|-|-|-74|-|1st hit cannot hit airborne, opponent gains 5*10x18 meter on hit, 4*5x18 on block|X|||[1st Hit]: Vacuum, [18th Hit]: Hard Knockdown|[1st Hit]: Vacuum, [18th Hit]: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~12F|-|All: 13~98F|-|-|JP: 0 (if any hit connects vs airborne all hits become JP: 127)|}} | ||
{{USFIVFrameDataGlanceHeader}} | {{USFIVFrameDataGlanceHeader}} | ||
|- | |- | ||
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{{USFIVMoveListHeader}} | {{USFIVMoveListHeader}} | ||
{{USFIVMoveListRow|Rufus|DiagonalLP| | {{USFIVMoveListRow|Rufus|DiagonalLP| | ||
Diagonal Jump LP|Diagonal Jump Jab|ub / uf + lp|| | Diagonal Jump LP|Diagonal Jump Jab|ub / {{uf}} + lp|| | ||
(No uses/strategies) | (No uses/strategies) | ||
}} | }} | ||
{{USFIVMoveListRow|Rufus|DiagonalMP| | {{USFIVMoveListRow|Rufus|DiagonalMP| | ||
Diagonal Jump MP|Diagonal Jump Strong|ub / uf + mp|| | Diagonal Jump MP|Diagonal Jump Strong|ub / {{uf}} + mp|| | ||
(No uses/strategies) | (No uses/strategies) | ||
}} | }} | ||
{{USFIVMoveListRow|Rufus|DiagonalHP| | {{USFIVMoveListRow|Rufus|DiagonalHP| | ||
Diagonal Jump HP|Diagonal Jump Fierce|ub / uf + hp|| | Diagonal Jump HP|Diagonal Jump Fierce|ub / {{uf}} + hp|| | ||
(No uses/strategies) | (No uses/strategies) | ||
}} | }} | ||
{{USFIVMoveListRow|Rufus|DiagonalLK| | {{USFIVMoveListRow|Rufus|DiagonalLK| | ||
Diagonal Jump LK|Diagonal Jump Short|ub / uf + lk|| | Diagonal Jump LK|Diagonal Jump Short|ub / {{uf}} + lk|| | ||
(No uses/strategies) | (No uses/strategies) | ||
}} | }} | ||
{{USFIVMoveListRow|Rufus|DiagonalMK| | {{USFIVMoveListRow|Rufus|DiagonalMK| | ||
Diagonal Jump MK|Diagonal Jump Forward|ub / uf + mk|| | Diagonal Jump MK|Diagonal Jump Forward|ub / {{uf}} + mk|| | ||
(No uses/strategies) | (No uses/strategies) | ||
}} | }} | ||
{{USFIVMoveListRow|Rufus|DiagonalHK| | {{USFIVMoveListRow|Rufus|DiagonalHK| | ||
Diagonal Jump HK|Diagonal Jump Roundhouse|ub / uf + hk|| | Diagonal Jump HK|Diagonal Jump Roundhouse|ub / {{uf}} + hk|| | ||
(No uses/strategies) | (No uses/strategies) | ||
}} | }} | ||
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}} | }} | ||
{{USFIVMoveListRow|Rufus|TargetCombo| | {{USFIVMoveListRow|Rufus|TargetCombo| | ||
Target Combo|Target Combo|lk --- hk|| | Target Combo|Target Combo|lk {{---}} hk|| | ||
(No uses/strategies) | (No uses/strategies) | ||
}} | }} | ||
{{USFIVMoveListRow|Rufus|FalconKick| | {{USFIVMoveListRow|Rufus|FalconKick| | ||
Falcon Kick|Dive Kick|(in air) df + mk|| | Falcon Kick|Dive Kick|(in air) {{df}} + mk|| | ||
(No uses/strategies) | (No uses/strategies) | ||
}} | }} | ||
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{{USFIVMoveListHeader}} | {{USFIVMoveListHeader}} | ||
{{USFIVMoveListRow|Rufus|HeadBazooka| | {{USFIVMoveListRow|Rufus|HeadBazooka| | ||
Head Bazooka|Forward Throw|f or n + lp + lk|| | Head Bazooka|Forward Throw|f or {{n}} + {{lp}} + lk|| | ||
Mixing between throw and divekick is Rufus' basic pressure game. In previous versions of the game Rufus' throw did more damage than most normal throws, but in Ultra Street Fighter IV the damage is now at the "normal" level. It's still important for Rufus to establish the threat of a throw as landing a couple of throws will open the opponent up to his divekick pressure. | Mixing between {{throw}} and divekick is Rufus' basic pressure game. In previous versions of the game Rufus' {{throw}} did more damage than most normal throws, but in Ultra Street Fighter IV the damage is now at the "normal" level. It's still important for Rufus to establish the threat of a {{throw}} as landing a couple of throws will open the opponent up to his divekick pressure. | ||
As Rufus usually wants to stay close to his opponent, a common follow-up after landing a forward throw with Rufus is to immediately dash forward twice followed by a forward jump to attempt an ambiguously-spaced divekick. Against some characters Rufus can also attempt a crossup j/MK after the two forward dashes (note that against some characters this attack will always miss). Alternatively Rufus can simply walk or dash forward to apply pressure on the ground, or time his divekick to land at the same moment the opponent rises, allowing Rufus to attempt a throw when the opponent likely expects to block a divekick. | As Rufus usually wants to stay close to his opponent, a common follow-up after landing a forward {{throw}} with Rufus is to immediately dash forward twice followed by a forward jump to attempt an ambiguously-spaced divekick. Against some characters Rufus can also attempt a crossup j/MK after the two forward dashes (note that against some characters this attack will always miss). Alternatively Rufus can simply walk or dash forward to apply pressure on the ground, or time his divekick to land at the same moment the opponent rises, allowing Rufus to attempt a {{throw}} when the opponent likely expects to block a divekick. | ||
}} | }} | ||
{{USFIVMoveListRow|Rufus|HandMachinegun| | {{USFIVMoveListRow|Rufus|HandMachinegun| | ||
Hand Machinegun|Back Throw|b + lp + lk|| | Hand Machinegun|Back Throw|b + {{lp}} + lk|| | ||
Against characters lacking a 3-frame reversal, Rufus can "safe jump" after landing a back throw by immediately jumping towards the opponent and attacking with j.HP. However many Rufus players will only use a back throw if they are standing in/near the corner and the back throw will gain them a better positional advantage than would a forward throw. | Against characters lacking a 3-frame reversal, Rufus can "safe jump" after landing a back {{throw}} by immediately jumping towards the opponent and attacking with j.HP. However many Rufus players will only use a back {{throw}} if they are standing in/near the corner and the back {{throw}} will gain them a better positional advantage than would a forward throw. | ||
One interesting note on Rufus' back throw is that, in this version of the game, it takes input priority over his focus attack. This means that with proper timing it can be used in the same way as other characters' "armour cancels": hold back on the stick and quickly tap the focus attack buttons and then the throw buttons immediately afterwards, and with proper timing the focus attack will absorb one hit before cancelling quickly into a back throw (this is easily practised against fireballs, and if done correctly you should see Rufus focus-absorb the fireball and immediately whiff a throw). This has two noteworthy applications once mastered: first Rufus can focus-absorb fireballs without dashing afterwards, remaining in place with far less recovery time than if he let the focus attack whiff and allowing him to build ultra meter (e.g. for ultra 2), and second he can absorb some single hitting close attacks and punish with back throw during their recovery. This second is difficult to master and perhaps not worth time and effort which could be spent mastering other more fundamental aspects of the game, but is an interesting quirk of the character's button priority. | One interesting note on Rufus' back {{throw}} is that, in this version of the game, it takes input priority over his focus attack. This means that with proper timing it can be used in the same way as other characters' "armour cancels": hold back on the stick and quickly tap the focus attack buttons and then the {{throw}} buttons immediately afterwards, and with proper timing the focus attack will absorb one hit before cancelling quickly into a back {{throw}} (this is easily practised against fireballs, and if done correctly you should see Rufus focus-absorb the fireball and immediately whiff a throw). This has two noteworthy applications once mastered: first Rufus can focus-absorb fireballs without dashing afterwards, remaining in place with far less recovery time than if he let the focus attack whiff and allowing him to build ultra meter (e.g. for ultra 2), and second he can absorb some single hitting close attacks and punish with back {{throw}} during their recovery. This second is difficult to master and perhaps not worth time and effort which could be spent mastering other more fundamental aspects of the game, but is an interesting quirk of the character's button priority. | ||
}} | }} | ||
{{USFIVMoveListFooter}} | {{USFIVMoveListFooter}} | ||
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{{USFIVMoveListHeader}} | {{USFIVMoveListHeader}} | ||
{{USFIVMoveListRow|Rufus|MessiahKick| | {{USFIVMoveListRow|Rufus|MessiahKick| | ||
Messiah Kick|Messiah Kick|qcf + k ex|| | Messiah Kick|Messiah Kick|qcf + {{k}} ex|| | ||
(No uses/strategies) | (No uses/strategies) | ||
}} | }} | ||
Line 350: | Line 333: | ||
}} | }} | ||
{{USFIVMoveListRow|Rufus|GalacticTornado| | {{USFIVMoveListRow|Rufus|GalacticTornado| | ||
Galactic Tornado|Galactic Tornado|qcf + p ex armorbreak|For mp and hp versions, b or f controls forward distance traveled| | Galactic Tornado|Galactic Tornado|qcf + {{p}} {{ex}} armorbreak|For {{mp}} and {{hp}} versions, {{b}} or {{f}} controls forward distance traveled| | ||
(No uses/strategies) | (No uses/strategies) | ||
}} | }} | ||
{{USFIVMoveListRow|Rufus|SnakeStrike| | {{USFIVMoveListRow|Rufus|SnakeStrike| | ||
Snake Strike|Snake Strike|dp + p ex|| | Snake Strike|Snake Strike|dp + {{p}} ex|| | ||
(No uses/strategies) | (No uses/strategies) | ||
}} | }} | ||
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{{USFIVMoveListHeader}} | {{USFIVMoveListHeader}} | ||
{{USFIVMoveListRow|Rufus|SpectacleRomance| | {{USFIVMoveListRow|Rufus|SpectacleRomance| | ||
Spectacle Romance|Super Combo|qcf qcf + p armorbreak|| | Spectacle Romance|Super Combo|qcf {{qcf}} + {{p}} armorbreak|| | ||
While it can be juggled from an air-to-air j.HK, far st.HK, or at the end of any combo ending in Galactic Tornado (in the corner only), Rufus' super combo should usually only be used if it will win the game. While there are exceptions to most rules, Rufus usually has better ways to use his EX meter and often it is more important for him to have meter stocked to make the opponent wary of his EX messiah kick than it is for him to score one big chunk of damage from landing his super combo. In any case, if he is playing well against an opponent of similar skill Rufus should usually make use of his meter before he has built a full bar. | While it can be juggled from an air-to-air j.HK, far st.HK, or at the end of any combo ending in Galactic Tornado (in the corner only), Rufus' super combo should usually only be used if it will win the game. While there are exceptions to most rules, Rufus usually has better ways to use his EX meter and often it is more important for him to have meter stocked to make the opponent wary of his EX messiah kick than it is for him to score one big chunk of damage from landing his super combo. In any case, if he is playing well against an opponent of similar skill Rufus should usually make use of his meter before he has built a full bar. | ||
}} | }} | ||
Line 373: | Line 356: | ||
{{USFIVMoveListHeader}} | {{USFIVMoveListHeader}} | ||
{{USFIVMoveListRow|Rufus|SpaceOperaSymphony| | {{USFIVMoveListRow|Rufus|SpaceOperaSymphony| | ||
Space Opera Symphony|Ultra Combo I|qcf qcf + 3p armorbreak|| | Space Opera Symphony|Ultra Combo I|qcf {{qcf}} + {{3p}} armorbreak|| | ||
Rufus hits his opponents with a series of eight kung fu strikes, followed by a high kick. If the kick connects, the opponent is launched into the air, where Rufus hits him with a vertical palm strike to finish it off. The usefulness of this Ultra is in its comboability; there are many different ways to use it as a combo finisher both in the corner and at mid-screen. After the final hit lands, it also provides for great setups to continue your offensive onslaught. | Rufus hits his opponents with a series of eight kung fu strikes, followed by a {{high}} kick. If the kick connects, the opponent is launched into the air, where Rufus hits him with a vertical palm strike to finish it off. The usefulness of this Ultra is in its comboability; there are many different ways to use it as a combo finisher both in the corner and at mid-screen. After the final hit lands, it also provides for great setups to continue your offensive onslaught. | ||
}} | }} | ||
{{USFIVMoveListRow|Rufus|BigBangTyphoon| | {{USFIVMoveListRow|Rufus|BigBangTyphoon| | ||
Big Bang Typhoon|Ultra Combo II|qcb qcb + 3p armorbreak|| | Big Bang Typhoon|Ultra Combo II|qcb {{qcb}} + {{3p}} armorbreak|| | ||
"Transform!" Rufus winds back and spins in an unrealistically fast circle, throwing out a barrage of strikes around him. Even though it's hard to incorporate this Ultra into a useful combo, it can make up for many situations where Rufus would usually have difficulty. Use this Ultra as an anti-air, a counter to a throw attempt, or as a reaction to Focus Attacks at mid-range. | "Transform!" Rufus winds back and spins in an unrealistically fast circle, throwing out a barrage of strikes around him. Even though it's hard to incorporate this Ultra into a useful combo, it can make up for many situations where Rufus would usually have difficulty. Use this Ultra as an anti-air, a {{counter}} to a {{throw}} attempt, or as a reaction to Focus Attacks at mid-range. | ||
}} | }} | ||
{{USFIVMoveListFooter}} | {{USFIVMoveListFooter}} | ||
==Frame Data== | ==Frame Data== | ||
{{USFIVFrameDataTableHeader}} | {{USFIVFrameDataTableHeader}} | ||
{{USFIVFrameDataHeader}} | {{USFIVFrameDataHeader}} | ||
{{USFIVFrameDataRow|Close LP|Close Jab|Close lp||Close | {{USFIVFrameDataRow|Close LP|Close Jab|Close lp||Close {{lp}}|30|50|20|HL|ch/sp/su|4|2|7|12|11|14|2|5|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Close MP|Close Strong|Close mp||Close | {{USFIVFrameDataRow|Close MP|Close Strong|Close mp||Close {{mp}}|80|100|40|HL|sp/su|5|2|10|16|14|17|2|5|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Close HP|Close Fierce|Close hp||Close | {{USFIVFrameDataRow|Close HP|Close Fierce|Close hp||Close {{hp}}|100|200|60|HL|sp/su|6|2|23|30|18|23|-7|-2|Forces stand||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Close LK|Close Short|Close lk||Close | {{USFIVFrameDataRow|Close LK|Close Short|Close lk||Close {{lk}}|30|50|20|HL|-|4|2|6|11|11|14|3|6|Cannot be chained into||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Close MK|Close Forward|Close mk||Close | {{USFIVFrameDataRow|Close MK|Close Forward|Close mk||Close {{mk}}|30*50|50*50|40*20|HL|sp/su*-|7|2(4)3|11|26|14|17|0|3|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Close HK|Close Roundhouse|Close hk||Close | {{USFIVFrameDataRow|Close HK|Close Roundhouse|Close hk||Close {{hk}}|110|200|60|HL|su|8|2|21|30|18|23|-5|0|Forces stand||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Far LP|Far Jab|lp||Far | {{USFIVFrameDataRow|Far LP|Far Jab|lp||Far {{lp}}|20|50|20|HL|ch/sp/su|5|2|5|11|11|14|4|7|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Far MP|Far Strong|mp||Far | {{USFIVFrameDataRow|Far MP|Far Strong|mp||Far {{mp}}|90|100|40|HL|sp/su|7|2|12|20|14|17|0|3|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Far HP|Far Fierce|hp||Far | {{USFIVFrameDataRow|Far HP|Far Fierce|hp||Far {{hp}}|120|200|60|HL|-|9|3|16|27|18|22|-1|3|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Far LK|Far Short|lk||Far | {{USFIVFrameDataRow|Far LK|Far Short|lk||Far {{lk}}|40|50|20|HL|-|6|2|7|14|11|14|2|5|Cannot be chained into||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Far MK|Far Forward|mk||Far | {{USFIVFrameDataRow|Far MK|Far Forward|mk||Far {{mk}}|70|100|40|HL|-|10|2|17|28|14|17|-4|-1|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Far HK|Far Roundhouse|hk||Far | {{USFIVFrameDataRow|Far HK|Far Roundhouse|hk||Far {{hk}}|90|150|60|HL|-|17|2|14|32|18|-|2|-|||||Free Juggle|Free Juggle|Soft Knockdown|Soft Knockdown|-|-|Lower body: 1~13F|Lower body: 1~13F|-|-|-|}} | ||
{{USFIVFrameDataRow|Crouch LP|Crouch Jab|d + lp||Crouch | {{USFIVFrameDataRow|Crouch LP|Crouch Jab|d + lp||Crouch {{lp}}|30|50|20|HL|ch/sp/su|4|2|8|13|11|14|1|4|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Crouch MP|Crouch Strong|d + mp||Crouch | {{USFIVFrameDataRow|Crouch MP|Crouch Strong|d + mp||Crouch {{mp}}|80|100|40|HL|sp/su|7|3|10|19|14|17|1|4|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Crouch HP|Crouch Fierce|d + hp||Crouch | {{USFIVFrameDataRow|Crouch HP|Crouch Fierce|d + hp||Crouch {{hp}}|100|200|60|HL|-|14|2|30|45|18|22|-14|-10|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Crouch LK|Crouch Short|d + lk||Crouch | {{USFIVFrameDataRow|Crouch LK|Crouch Short|d + lk||Crouch {{lk}}|20|50|20|L|ch/sp/su|4|2|9|14|11|14|0|3|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Crouch MK|Crouch Forward|d + mk||Crouch | {{USFIVFrameDataRow|Crouch MK|Crouch Forward|d + mk||Crouch {{mk}}|70|100|40|L|sp/su|6|1|16|22|14|17|-3|0|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Crouch HK|Crouch Roundhouse|d + hk||Crouch | {{USFIVFrameDataRow|Crouch HK|Crouch Roundhouse|d + hk||Crouch {{hk}}|110|200|60|L|-|12|2|22|35|18|-|-6|-|||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Vulture Kick|Overhead|f + mk|| | {{USFIVFrameDataRow|Vulture Kick|Overhead|f + mk||Overhead<br>{{Right}}+{{mk}}|60|50|40|H|-|21|2|16|38|14|17|-4|-1|||||||Reset|Reset|-|-|Lower body: 7~20F|Lower body: 7~20F|-|7~23F|-|}} | ||
{{USFIVFrameDataRow|Glory Kick|Rolling Kick|df + mk|| | {{USFIVFrameDataRow|Glory Kick|Rolling Kick|df + mk||{{Downright}}+{{mk}}|50|50|40|L|-|21|2|12|34|14|17|0|3|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Fragrance Palm|Fragrance Palm|f + hp|| | {{USFIVFrameDataRow|Fragrance Palm|Fragrance Palm|f + hp||{{Right}}+{{hp}}|100|150|60|HL|-|19|5|18|41|18|-|-5|-|||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Target Combo|Target Combo|lk --- hk|| | {{USFIVFrameDataRow|Target Combo|Target Combo|lk {{---}} hk||{{lk}}>{{hk}}|70|100|30|HL|-|8|2|21|30|15|-|-8|-|||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataHeader}} | {{USFIVFrameDataHeader}} | ||
{{USFIVFrameDataRow|Neutral Jump LP|Neutral Jump Jab|u + lp||Neutral Jump | {{USFIVFrameDataRow|Neutral Jump LP|Neutral Jump Jab|u + lp||Neutral Jump {{lp}}|50|50|20|H|-|5|7|-|11|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~11F|-|-|-|}} | ||
{{USFIVFrameDataRow|Neutral Jump MP|Neutral Jump Strong|u + mp||Neutral Jump | {{USFIVFrameDataRow|Neutral Jump MP|Neutral Jump Strong|u + mp||Neutral Jump {{mp}}|80|100|40|H|-|6|5|-|10|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~10F|-|-|-|}} | ||
{{USFIVFrameDataRow|Neutral Jump HP|Neutral Jump Fierce|u + hp||Neutral Jump | {{USFIVFrameDataRow|Neutral Jump HP|Neutral Jump Fierce|u + hp||Neutral Jump {{hp}}|100|200|60|H|-|5|7|-|11|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~11F|-|-|-|}} | ||
{{USFIVFrameDataRow|Neutral Jump LK|Neutral Jump Short|u + lk||Neutral Jump | {{USFIVFrameDataRow|Neutral Jump LK|Neutral Jump Short|u + lk||Neutral Jump {{lk}}|50|50|20|H|-|5|6|-|10|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~10F|-|-|-|}} | ||
{{USFIVFrameDataRow|Neutral Jump MK|Neutral Jump Forward|u + mk||Neutral Jump | {{USFIVFrameDataRow|Neutral Jump MK|Neutral Jump Forward|u + mk||Neutral Jump {{mk}}|90|100|40|H|-|4|6|-|9|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~3F|-|-|-|}} | ||
{{USFIVFrameDataRow|Neutral Jump HK|Neutral Jump Roundhouse|u + hk||Neutral Jump | {{USFIVFrameDataRow|Neutral Jump HK|Neutral Jump Roundhouse|u + hk||Neutral Jump {{hk}}|110|200|60|H|-|6|4|-|9|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~9F|-|-|-|}} | ||
{{USFIVFrameDataRow|Angled Jump LP|Angled Jump Jab|ub / uf + lp||Angled Jump | {{USFIVFrameDataRow|Angled Jump LP|Angled Jump Jab|ub / {{uf}} + lp||Angled Jump {{lp}}|50|50|20|H|-|6|6|-|11|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~11F|-|-|-|}} | ||
{{USFIVFrameDataRow|Angled Jump MP|Angled Jump Strong|ub / uf + mp||Angled Jump | {{USFIVFrameDataRow|Angled Jump MP|Angled Jump Strong|ub / {{uf}} + mp||Angled Jump {{mp}}|80|100|40|H|-|6|9|-|14|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~14F|-|-|-|}} | ||
{{USFIVFrameDataRow|Angled Jump HP|Angled Jump Fierce|ub / uf + hp||Angled Jump | {{USFIVFrameDataRow|Angled Jump HP|Angled Jump Fierce|ub / {{uf}} + hp||Angled Jump {{hp}}|100|200|60|H|-|7|5|-|11|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~11F|-|-|-|}} | ||
{{USFIVFrameDataRow|Angled Jump LK|Angled Jump Short|ub / uf + lk||Angled Jump | {{USFIVFrameDataRow|Angled Jump LK|Angled Jump Short|ub / {{uf}} + lk||Angled Jump {{lk}}|50|50|20|H|-|6|7|-|12|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~12F|-|-|-|}} | ||
{{USFIVFrameDataRow|Angled Jump MK|Angled Jump Forward|ub / uf + mk||Angled Jump | {{USFIVFrameDataRow|Angled Jump MK|Angled Jump Forward|ub / {{uf}} + mk||Angled Jump {{mk}}|80|100|40|H|-|7|5|-|11|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~16F|-|-|-|}} | ||
{{USFIVFrameDataRow|Angled Jump HK|Angled Jump Roundhouse|ub / uf + hk||Angled Jump | {{USFIVFrameDataRow|Angled Jump HK|Angled Jump Roundhouse|ub / {{uf}} + hk||Angled Jump {{hk}}|50*40|50*100|60*20|H|-|7|3(4)3|-|16|||-|-|||||||[1st Hit]: Free Juggle, [2nd Hit]: Soft Knockdown|[1st Hit]: Free Juggle, [2nd Hit]: Soft Knockdown|-|-|-|-|-|-|JP: 0*1|}} | ||
{{USFIVFrameDataRow|Falcon Kick|Dive Kick|(in air) df + mk||Dive Kick|70|100|40|HL|-|11|Until ground|-|11|||7| | {{USFIVFrameDataRow|Falcon Kick|Dive Kick|(in air) {{df}} + mk||Dive Kick<br>Air {{Downright}}{{mk}}|70|100|40|HL|-|11|Until ground|-|11|||-4~7|0~11|Lower connect gives better frame advantage||||||Reset|Reset|-|-|-|-|-|-|JP: 1|}} | ||
{{USFIVFrameDataHeader}} | {{USFIVFrameDataHeader}} | ||
{{USFIVFrameDataRow|Focus Attack (Level 1)|Level 1 Focus|mp + mk||Level 1 Focus|80|100|20|HL|-|10+11|2|35|57|16|16|-21|-21|Range: 1.761|||||Crumple|Soft Knockdown|Soft Knockdown|1~10F|-|-|-|-|-|-|}} | {{USFIVFrameDataRow|Focus Attack (Level 1)|Level 1 Focus|mp + mk||Level 1 Focus|80|100|20|HL|-|10+11|2|35|57|16|16|-21|-21|Range: 1.761|||||Crumple|Soft Knockdown|Soft Knockdown|1~10F|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Focus Attack (Level 2)|Level 2 Focus|mp + mk||Level 2 Focus|100|150|40|HL|-|18+11|2|35|65|22|-|-15|-|Range: 1.761||||Crumple|Crumple|Free Juggle|Free Juggle|1~18F|-|-|-|-|-|-|}} | {{USFIVFrameDataRow|Focus Attack (Level 2)|Level 2 Focus|mp + mk||Level 2 Focus|100|150|40|HL|-|18+11|2|35|65|22|-|-15|-|Range: 1.761||||Crumple|Crumple|Free Juggle|Free Juggle|1~18F|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Focus Attack (Level 3)|Level 3 Focus|mp + mk||Level 3 Focus|160|200|60|-|-|58|2|35|94|-|-|-|-|Range: 1.761, cannot hit pre-jump|X|||Crumple|Crumple|Free Juggle|Free Juggle|1~57F|-|-|-|-|-|-|}} | {{USFIVFrameDataRow|Focus Attack (Level 3)|Level 3 Focus|mp + mk||Level 3 Focus|160|200|60|-|-|58|2|35|94|-|-|-|-|Range: 1.761, cannot hit pre-jump|X|||Crumple|Crumple|Free Juggle|Free Juggle|1~57F|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Red Focus Attack (Level 1)|Level 1 Red Focus|lp + mp + mk||Level 1 Red Focus|100|100|20|HL|-|10+11|2|35|57|16|16|-21|-21|Range: 1.761, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block|||||Crumple|Soft Knockdown|Soft Knockdown|1~10F (99 hits)|-|-|-|-|-|-|}} | {{USFIVFrameDataRow|Red Focus Attack (Level 1)|Level 1 Red Focus|lp + {{mp}} + mk||Level 1 Red Focus|100|100|20|HL|-|10+11|2|35|57|16|16|-21|-21|Range: 1.761, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block|||||Crumple|Soft Knockdown|Soft Knockdown|1~10F (99 hits)|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Red Focus Attack (Level 2)|Level 2 Red Focus|lp + mp + mk||Level 2 Red Focus|150|150|40|HL|-|18+11|2|35|65|22|-|-15|-|Range: 1.761, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block||||Crumple|Crumple|Free Juggle|Free Juggle|1~18F (99 hits)|-|-|-|-|-|-|}} | {{USFIVFrameDataRow|Red Focus Attack (Level 2)|Level 2 Red Focus|lp + {{mp}} + mk||Level 2 Red Focus|150|150|40|HL|-|18+11|2|35|65|22|-|-15|-|Range: 1.761, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block||||Crumple|Crumple|Free Juggle|Free Juggle|1~18F (99 hits)|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Red Focus Attack (Level 3)|Level 3 Red Focus|lp + mp + mk||Level 3 Red Focus|240|200|60|-|-|58|2|35|94|-|-|-|-|Range: 1.761, Opponent gains 30 meter on hit, cannot hit pre-jump|X|||Crumple|Crumple|Free Juggle|Free Juggle|1~58F (99 hits)|-|-|-|-|-|-|}} | {{USFIVFrameDataRow|Red Focus Attack (Level 3)|Level 3 Red Focus|lp + {{mp}} + mk||Level 3 Red Focus|240|200|60|-|-|58|2|35|94|-|-|-|-|Range: 1.761, Opponent gains 30 meter on hit, cannot hit pre-jump|X|||Crumple|Crumple|Free Juggle|Free Juggle|1~58F (99 hits)|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|EX Red Focus Attack (Level 1)|Level 1 EX Red Focus|lp + mp + mk||Level 1 EX Red Focus|100|100|20|HL|-|10+11|2|35|57|22|-|-15|-|Range: 1.761, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block||||Crumple|Crumple|Free Juggle|Free Juggle|-|-|-|-|-|-|-|}} | {{USFIVFrameDataRow|EX Red Focus Attack (Level 1)|Level 1 EX Red Focus|lp + {{mp}} + mk||Level 1 EX Red Focus|100|100|20|HL|-|10+11|2|35|57|22|-|-15|-|Range: 1.761, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block||||Crumple|Crumple|Free Juggle|Free Juggle|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataHeader}} | {{USFIVFrameDataHeader}} | ||
{{USFIVFrameDataRow|Head Bazooka|Forward Throw|f or n + lp + lk||Forward Throw|135|120|40|0.907|-|3|2|20|24|-|-|-|-|Opponent recovers 74F after you recover|||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}} | {{USFIVFrameDataRow|Head Bazooka|Forward Throw|f or {{n}} + {{lp}} + lk||Forward Throw|135|120|40|0.907|-|3|2|20|24|-|-|-|-|Opponent recovers 74F after you recover|||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Hand Machinegun|Back Throw|b + lp + lk||Back Throw|130|160|40|0.907|-|3|2|20|24|-|-|-|-|Opponent recovers 36F after you recover|||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}} | {{USFIVFrameDataRow|Hand Machinegun|Back Throw|b + {{lp}} + lk||Back Throw|130|160|40|0.907|-|3|2|20|24|-|-|-|-|Opponent recovers 36F after you recover|||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataHeader}} | {{USFIVFrameDataHeader}} | ||
{{USFIVFrameDataRow|Messiah Kick|Messiah Kick|qcf + k ex||Messiah Kick | {{USFIVFrameDataRow|Messiah Kick|Messiah Kick|qcf + {{k}} ex||Messiah Kick {{lk}}|80|100|20/30|HL|-|24|2|8 + After landing 20|53|21|25|-9|-5|After landing 3F~ can cancel into followup, builds 10 meter on block||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|10F~|JP: 7|}} | ||
{{USFIVFrameDataRow|||||Messiah Kick | {{USFIVFrameDataRow|||||Messiah Kick {{mk}}|80|100|20/30|HL|-|26|2|11 + After landing 20|58|21|25|-12|-8|After landing 3F~ can cancel into followup, builds 10 meter on block||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|10F~|-|}} | ||
{{USFIVFrameDataRow|||||Messiah Kick | {{USFIVFrameDataRow|||||Messiah Kick {{hk}}|80|100|20/30|HL|-|35|2|5 + After landing 20|61|21|25|-6|-2|After landing 3F~ can cancel into followup, builds 10 meter on block||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|10F~|-|}} | ||
{{USFIVFrameDataRow|EX Messiah Kick|EX Messiah Kick|||Messiah Kick | {{USFIVFrameDataRow|EX Messiah Kick|EX Messiah Kick|||Messiah Kick {{ex}}|15x4*20|10x4*50|-250/0|HL|-|11|3(1)2(1)<br>2(1)2(8)2|6+27|65|21|25|-14|-10|After landing, 2~17F can cancel into followup, opponent gains 15x5 meter on hit, 10x4*5 on block||||||Soft Knockdown|Soft Knockdown|-|All: 1~13F|-|-|-|11F~|JP: 0*1*2*3*4|}} | ||
{{USFIVFrameDataRow|High Attack|Messiah Flash Kick Followup|lk armorbreak|Perform after Messiah Kick|Messiah Flash Kick Followup|60|100|20/30|HL|su|12|4|14 + After landing 21|50|21|-|-18|-|Builds 20 meter on block|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 1~11F|-|-|-|14F~|JP: 7|}} | {{USFIVFrameDataRow|High Attack|Messiah Flash Kick Followup|lk armorbreak|Perform after Messiah Kick|Messiah Flash Kick Followup|60|100|20/30|HL|su|12|4|14 + After landing 21|50|21|-|-18|-|Builds 20 meter on block|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 1~11F|-|-|-|14F~|JP: 7|}} | ||
{{USFIVFrameDataRow|Low Attack|Messiah Low Followup|mk|Perform after Messiah Kick|Messiah Low Followup|80|100|20/30|L|-|19|2|22|42|21|-|-3|-|Builds 20 meter on block||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}} | {{USFIVFrameDataRow|Low Attack|Messiah Low Followup|mk|Perform after Messiah Kick|Messiah Low Followup|80|100|20/30|L|-|19|2|22|42|21|-|-3|-|Builds 20 meter on block||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Mid Attack|Messiah Overhead Followup|hk|Perform after Messiah Kick|Messiah Overhead Followup|90|150|20/30|H|-|26|5|After landing 19|49|21|-|-3|-|Builds 20 meter on block||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|9F~|-|}} | {{USFIVFrameDataRow|Mid Attack|Messiah Overhead Followup|hk|Perform after Messiah Kick|Messiah Overhead Followup|90|150|20/30|H|-|26|5|After landing 19|49|21|-|-3|-|Builds 20 meter on block||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|9F~|-|}} | ||
{{USFIVFrameDataRow|Galactic Tornado|Galactic Tornado|qcf + p ex armorbreak|For mp and hp versions, b or f controls forward distance traveled|Galactic Tornado | {{USFIVFrameDataRow|Galactic Tornado|Galactic Tornado|qcf + {{p}} {{ex}} armorbreak|For {{mp}} and {{hp}} versions, {{b}} or {{f}} controls forward distance traveled|Galactic Tornado {{lp}}|40*50|50*50|20/10*20|HL|su*-|10|8(6)2|20|45|21|-|-1|-|Builds 8*10 meter on block|X|X||||||-|-|-|-|-|-|JP: 1*0|}} | ||
{{USFIVFrameDataRow|||||Galactic Tornado | {{USFIVFrameDataRow|||||Galactic Tornado {{mp}}|50*20*40|50x3|20/10*10*20|HL|su*-*-|14|10*11(5)2|20|61|21|-|-1|-|Can move forward during rotation, builds 8x2*10 meter on block|X|X||||||-|-|-|-|-|-|JP: 1*0*0|}} | ||
{{USFIVFrameDataRow|||||Galactic Tornado | {{USFIVFrameDataRow|||||Galactic Tornado {{hp}}|50*20*50|50x3|20/10*10*20|HL|su*-*-|15|10*11(5)2|20|62|21|-|-1|-|Can move forward during rotation, builds 8x2*10 meter on block|X|X||||||-|-|-|-|-|-|JP: 1*0*0|}} | ||
{{USFIVFrameDataRow|EX Galactic Tornado|EX Galactic Tornado|||Galactic Tornado | {{USFIVFrameDataRow|EX Galactic Tornado|EX Galactic Tornado|||Galactic Tornado {{ex}}|0*130|0*100|-250/0|HL|su*-|11|19(3)1|22|55|21|-|-2|-|13~14f cancellable, 1st hit cannot hit airborne, opponent gains 5*10 meter on hit, 4*5 on block|X|X||[1st Hit]: Vacuum effect, [2nd Hit]: Soft Knockdown|[1st Hit]: Vacuum effect, [2nd Hit]: Soft Knockdown|[2nd Hit]: Soft Knockdown|[2nd Hit]: Soft Knockdown|-|-|-|-|-|-|JP: 0*3|}} | ||
{{USFIVFrameDataRow|Snake Strike|Snake Strike|dp + p ex||Snake Strike | {{USFIVFrameDataRow|Snake Strike|Snake Strike|dp + {{p}} ex||Snake Strike {{lp}}|40x5|40x5|20/16x7|HL|-|8|1(3)1(3)<br>1(4)1(3)1|1+17|43|21|25|2|6|Builds 10x5 meter on block||||||||-|-|-|-|-|1F~|JP: 1x3*2x2|}} | ||
{{USFIVFrameDataRow|||||Snake Strike | {{USFIVFrameDataRow|||||Snake Strike {{mp}}|40x7|40x7|20/16x7|HL|-|7|1(3)1(2)2(3)<br>1(3)1(3)1(3)2|2+17|51|21|25|0|4|Builds 10x7 meter on block||||||||-|-|-|-|-|1F~|JP: 1x3*2x3*3|}} | ||
{{USFIVFrameDataRow|||||Snake Strike | {{USFIVFrameDataRow|||||Snake Strike {{hp}}|40x7|40x7|20/16x7|HL|-|6|1(3)1(2)1(3)<br>2(2)1(3)1(3)1|4+17|50|21|25|-1|3|Builds 10x7 meter on block||||||||-|-|-|-|-|1F~|JP: 1x3*2x3*3|}} | ||
{{USFIVFrameDataRow|EX Snake Strike|EX Snake Strike|||Snake Strike | {{USFIVFrameDataRow|EX Snake Strike|EX Snake Strike|||Snake Strike {{ex}}|30x7|30x7|-250/0|HL|-|7|1(1)2(1)1(2)<br>2(1)1(2)1(2)1|15+17|56|-|-|-|-|[Counter hit vs Airborne] increased knockback, opponent gains 8x7 meter on hit, 5x7 on block||||||||-|All: 1~10F|-|-|-|1F~|JP: 1~7 sequentially|}} | ||
{{USFIVFrameDataHeader}} | {{USFIVFrameDataHeader}} | ||
{{USFIVFrameDataRow|Spectacle Romance|Super|qcf qcf + p||Super Combo | {{USFIVFrameDataRow|Spectacle Romance|Super|qcf {{qcf}} + p||Super Combo {{lp}}|100*80*150|0|-1000/0|HL|-|1+6|1(14)1|29|51|21|-|-9|-|Restands opponent on air hit, 2nd-3rd Hit armor breaks, 3rd hit triggers on a successful 2nd hit and starts in 104f, opponent recovers 79 frames after you recover, opponent gains 20x3 meter on hit, 5x2 on block|X|||[1st~2nd Hit]: Forces stand, [3rd Hit]: Hard Knockdown|[1st~2nd Hit]: Forces stand, [3rd Hit]: Hard Knockdown|[1st~2nd Hit]: Forces stand, [3rd Hit]: Hard Knockdown|[1st~2nd Hit]: Forces stand, [3rd Hit]: Hard Knockdown|-|All: 1~5F|-|-|-|-|JP: 127|}} | ||
{{USFIVFrameDataRow|||||Super Combo | {{USFIVFrameDataRow|||||Super Combo {{mp}}|100*80*150|0|-1000/0|HL|-|1+13|2(14)1|29|59|21|-|-9|-|Restands opponent on air hit, 2nd-3rd Hit armor breaks, 3rd hit triggers on a successful 2nd hit and starts in 104f, opponent recovers 79 frames after you recover, opponent gains 20x3 meter on hit, 5x2 on block|X|||[1st~2nd Hit]: Forces stand, [3rd Hit]: Hard Knockdown|[1st~2nd Hit]: Forces stand, [3rd Hit]: Hard Knockdown|[1st~2nd Hit]: Forces stand, [3rd Hit]: Hard Knockdown|[1st~2nd Hit]: Forces stand, [3rd Hit]: Hard Knockdown|-|All: 1~6F|-|-|-|-|JP: 127|}} | ||
{{USFIVFrameDataRow|||||Super Combo | {{USFIVFrameDataRow|||||Super Combo {{hp}}|100*80*150|0|-1000/0|HL|-|1+15|3(14)1|29|62|21|-|-9|-|Restands opponent on air hit, 2nd-3rd Hit armor breaks, 3rd hit triggers on a successful 2nd hit and starts in 104f, opponent recovers 79 frames after you recover, opponent gains 20x3 meter on hit, 5x2 on block|X|||[1st~2nd Hit]: Forces stand, [3rd Hit]: Hard Knockdown|[1st~2nd Hit]: Forces stand, [3rd Hit]: Hard Knockdown|[1st~2nd Hit]: Forces stand, [3rd Hit]: Hard Knockdown|[1st~2nd Hit]: Forces stand, [3rd Hit]: Hard Knockdown|-|All: 1F|-|-|-|-|JP: 127|}} | ||
{{USFIVFrameDataHeader}} | {{USFIVFrameDataHeader}} | ||
{{USFIVFrameDataRow|Space Opera Symphony|Ultra I|qcf qcf + 3p||Ultra Combo 1|32*32*38x7*90|0|0/0|HL|-|0+9|3(6)3(10)3(22)3(17)2(6)3(9)3(2)3(14)2|32|151|22|-|-13|-|9th hit armor breaks, pursuit property, 9th hit triggers 10th hit, opponent recovers 88F after you fully recover, opponent gains 20x10 meter on hit, 5x9 on block|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~9F|-|-|-|-|JP: 127|}} | {{USFIVFrameDataRow|Space Opera Symphony|Ultra I|qcf {{qcf}} + 3p||Ultra Combo 1|32*32*<br>38x7*90|0|0/0|HL|-|0+9|3(6)3(10)3(22)<br>3(17)2(6)3(9)<br>3(2)3(14)2|32|151|22|-|-13|-|9th hit armor breaks, pursuit property, 9th hit triggers 10th hit, opponent recovers 88F after you fully recover, opponent gains 20x10 meter on hit, 5x9 on block|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~9F|-|-|-|-|JP: 127|}} | ||
{{USFIVFrameDataRow|Big Bang Typhoon|Ultra II|qcb qcb + 3p||Ultra Combo 2|47*17*17*18x14*27|0|0/0|HL|-|0+11|88|87|185|-|-|-74|-|1st hit cannot hit airborne, opponent gains 5*10x18 meter on hit, 4*5x18 on block|X|||[1st Hit]: Vacuum, [18th Hit]: Hard Knockdown|[1st Hit]: Vacuum, [18th Hit]: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~12F|-|All: 13~98F|-|-|JP: 0 (if any hit connects vs airborne all hits become JP: 127)|}} | {{USFIVFrameDataRow|Big Bang Typhoon|Ultra II|qcb {{qcb}} + 3p||Ultra Combo 2|47*17*17*<br>18x14*27|0|0/0|HL|-|0+11|88|87|185|-|-|-74|-|1st hit cannot hit airborne, opponent gains 5*10x18 meter on hit, 4*5x18 on block|X|||[1st Hit]: Vacuum, [18th Hit]: Hard Knockdown|[1st Hit]: Vacuum, [18th Hit]: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~12F|-|All: 13~98F|-|-|JP: 0 (if any hit connects vs airborne all hits become JP: 127)|}} | ||
{{USFIVFrameDataHeader}} | {{USFIVFrameDataHeader}} | ||
|- | |- | ||
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{{Navbox-USFIV}} | |||
[[Category:Rufus]] | |||
[[Category: Ultra Street Fighter IV]] | [[Category:Ultra Street Fighter IV]] |
Revision as of 07:21, 28 June 2025

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
Inco (JP), Andreas (UK), Ricki Ortiz (US), Justin Wong (US), Kindevu (JP), Haitani (JP), Brenttiscool (US)
Ultra SFIV Changes
Character Specific Data
Rufus
VITALS | |||||
---|---|---|---|---|---|
Health: | 1050 | Stun: | 950 | W-Ultra Scaling: | 75% |
WALKING | DASHING | ||||
Forward Walk Speed: | 0.045 | Forward Dash Distance: | 1.14 | ||
Back Walk Speed: | 0.03 | Forward Dash Total Frames: | 20 | ||
JUMPING | Back Dash Distance: | 0.94 | |||
Jump Height Apex: | 1.81 | Back Dash Total Frames: | 27 | ||
Jump Total Frames: | 43 (4+39) | Back Dash Invincibility: | 8 | ||
Forward Jump Distance: | 2.28 | Back Dash Airborne: | 17 | ||
Back Jump Distance | 2.28 | Back Dash Recovery: | 2 | ||
THROWS | WAKE-UP TIMING | ||||
Forward Throw Range: | 0.90 | Face Up Total Frames: | 31 | ||
Back Throw Range: | 0.90 | Face Down Total Frames: | 21 | ||
NOTABLE MOVE CLASSES | |||||
High Attacks: | Vulture Kick, Mid Attack | Hard Knockdowns: | Crouch HK, Low Attack, Mid Attack | ||
Low Attacks: | Crouch LK, Crouch MK, Crouch HK, Glory Kick, Low Attack | Armor Breakers: | High Attack, Galactic Tornado, EX Galatic Tornado, Spectacle Romance, Space Opera Symphony, Big Bang Typhoon | ||
FOCUS ATTACK DATA | |||||
Level 1 Focus Startup Frames: | 21 | L1 EX Red Focus Attack Combo Lead-Ins: | Close HP, Close HK, LP/MP/HP Galactic Tornado (1st Hit), EX Galatic Tornado (1st Vacuum Hit) | ||
Level 2 Focus Startup Frames: | 29 | ||||
Level 3 Focus Startup Frames: | 58 | ||||
L1 Focus Attack Forward Dash: | -4 | L2 FA Forward Dash (On Block): | +2 | ||
L1 Focus Attack Back Dash: | -11 | L2 FA Back Dash (On Block): | -5 |
Frame Data (At A Glance)
More detailed Frame Data Table at bottom of page.
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
---|---|---|---|---|---|---|---|---|---|---|---|
Close LP | Close ![]() |
30 | 50 | 20 | HL | ch/sp/su | 4 | 2 | 7 | 2 | 5 |
Close MP | Close ![]() |
80 | 100 | 40 | HL | sp/su | 5 | 2 | 10 | 2 | 5 |
Close HP | Close ![]() |
100 | 200 | 60 | HL | sp/su | 6 | 2 | 23 | -7 | -2 |
Close LK | Close ![]() |
30 | 50 | 20 | HL | - | 4 | 2 | 6 | 3 | 6 |
Close MK | Close ![]() |
30*50 | 50*50 | 40*20 | HL | sp/su*- | 7 | 2(4)3 | 11 | 0 | 3 |
Close HK | Close ![]() |
110 | 200 | 60 | HL | su | 8 | 2 | 21 | -5 | 0 |
Far LP | Far ![]() |
20 | 50 | 20 | HL | ch/sp/su | 5 | 2 | 5 | 4 | 7 |
Far MP | Far ![]() |
90 | 100 | 40 | HL | sp/su | 7 | 2 | 12 | 0 | 3 |
Far HP | Far ![]() |
120 | 200 | 60 | HL | - | 9 | 3 | 16 | -1 | 3 |
Far LK | Far ![]() |
40 | 50 | 20 | HL | - | 6 | 2 | 7 | 2 | 5 |
Far MK | Far ![]() |
70 | 100 | 40 | HL | - | 10 | 2 | 17 | -4 | -1 |
Far HK | Far ![]() |
90 | 150 | 60 | HL | - | 17 | 2 | 14 | 2 | - |
Crouch LP | Crouch ![]() |
30 | 50 | 20 | HL | ch/sp/su | 4 | 2 | 8 | 1 | 4 |
Crouch MP | Crouch ![]() |
80 | 100 | 40 | HL | sp/su | 7 | 3 | 10 | 1 | 4 |
Crouch HP | Crouch ![]() |
100 | 200 | 60 | HL | - | 14 | 2 | 30 | -14 | -10 |
Crouch LK | Crouch ![]() |
20 | 50 | 20 | L | ch/sp/su | 4 | 2 | 9 | 0 | 3 |
Crouch MK | Crouch ![]() |
70 | 100 | 40 | L | sp/su | 6 | 1 | 16 | -3 | 0 |
Crouch HK | Crouch ![]() |
110 | 200 | 60 | L | - | 12 | 2 | 22 | -6 | - |
Vulture Kick | Overhead![]() ![]() |
60 | 50 | 40 | H | - | 21 | 2 | 16 | -4 | -1 |
Glory Kick | ![]() ![]() |
50 | 50 | 40 | L | - | 21 | 2 | 12 | 0 | 3 |
Fragrance Palm | ![]() ![]() |
100 | 150 | 60 | HL | - | 19 | 5 | 18 | -5 | - |
Target Combo | ![]() ![]() |
70 | 100 | 30 | HL | - | 8 | 2 | 21 | -8 | - |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Neutral Jump LP | Neutral Jump ![]() |
50 | 50 | 20 | H | - | 5 | 7 | - | - | - |
Neutral Jump MP | Neutral Jump ![]() |
80 | 100 | 40 | H | - | 6 | 5 | - | - | - |
Neutral Jump HP | Neutral Jump ![]() |
100 | 200 | 60 | H | - | 5 | 7 | - | - | - |
Neutral Jump LK | Neutral Jump ![]() |
50 | 50 | 20 | H | - | 5 | 6 | - | - | - |
Neutral Jump MK | Neutral Jump ![]() |
90 | 100 | 40 | H | - | 4 | 6 | - | - | - |
Neutral Jump HK | Neutral Jump ![]() |
110 | 200 | 60 | H | - | 6 | 4 | - | - | - |
Angled Jump LP | Angled Jump ![]() |
50 | 50 | 20 | H | - | 6 | 6 | - | - | - |
Angled Jump MP | Angled Jump ![]() |
80 | 100 | 40 | H | - | 6 | 9 | - | - | - |
Angled Jump HP | Angled Jump ![]() |
100 | 200 | 60 | H | - | 7 | 5 | - | - | - |
Angled Jump LK | Angled Jump ![]() |
50 | 50 | 20 | H | - | 6 | 7 | - | - | - |
Angled Jump MK | Angled Jump ![]() |
80 | 100 | 40 | H | - | 7 | 5 | - | - | - |
Angled Jump HK | Angled Jump ![]() |
50*40 | 50*100 | 60*20 | H | - | 7 | 3(4)3 | - | - | - |
Falcon Kick | Dive Kick Air ![]() ![]() |
70 | 100 | 40 | HL | - | 11 | Until ground | - | -4~7 | 0~11 |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Focus Attack (Level 1) | Level 1 Focus | 80 | 100 | 20 | HL | - | 10+11 | 2 | 35 | -21 | -21 |
Focus Attack (Level 2) | Level 2 Focus | 100 | 150 | 40 | HL | - | 18+11 | 2 | 35 | -15 | - |
Focus Attack (Level 3) | Level 3 Focus | 160 | 200 | 60 | - | - | 58 | 2 | 35 | - | - |
Red Focus Attack (Level 1) | Level 1 Red Focus | 100 | 100 | 20 | HL | - | 10+11 | 2 | 35 | -21 | -21 |
Red Focus Attack (Level 2) | Level 2 Red Focus | 150 | 150 | 40 | HL | - | 18+11 | 2 | 35 | -15 | - |
Red Focus Attack (Level 3) | Level 3 Red Focus | 240 | 200 | 60 | - | - | 58 | 2 | 35 | - | - |
EX Red Focus Attack (Level 1) | Level 1 EX Red Focus | 100 | 100 | 20 | HL | - | 10+11 | 2 | 35 | -15 | - |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Head Bazooka | Forward Throw | 135 | 120 | 40 | 0.907 | - | 3 | 2 | 20 | - | - |
Hand Machinegun | Back Throw | 130 | 160 | 40 | 0.907 | - | 3 | 2 | 20 | - | - |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Messiah Kick | Messiah Kick ![]() |
80 | 100 | 20/30 | HL | - | 24 | 2 | 8 + After landing 20 | -9 | -5 |
Messiah Kick ![]() |
80 | 100 | 20/30 | HL | - | 26 | 2 | 11 + After landing 20 | -12 | -8 | |
Messiah Kick ![]() |
80 | 100 | 20/30 | HL | - | 35 | 2 | 5 + After landing 20 | -6 | -2 | |
EX Messiah Kick | Messiah Kick ![]() |
15x4*20 | 10x4*50 | -250/0 | HL | - | 11 | 3(1)2(1) 2(1)2(8)2 |
6+27 | -14 | -10 |
High Attack | Messiah Flash Kick Followup | 60 | 100 | 20/30 | HL | su | 12 | 4 | 14 + After landing 21 | -18 | - |
Low Attack | Messiah Low Followup | 80 | 100 | 20/30 | L | - | 19 | 2 | 22 | -3 | - |
Mid Attack | Messiah Overhead Followup | 90 | 150 | 20/30 | H | - | 26 | 5 | After landing 19 | -3 | - |
Galactic Tornado | Galactic Tornado ![]() |
40*50 | 50*50 | 20/10*20 | HL | su*- | 10 | 8(6)2 | 20 | -1 | - |
Galactic Tornado ![]() |
50*20*40 | 50x3 | 20/10*10*20 | HL | su*-*- | 14 | 10*11(5)2 | 20 | -1 | - | |
Galactic Tornado ![]() |
50*20*50 | 50x3 | 20/10*10*20 | HL | su*-*- | 15 | 10*11(5)2 | 20 | -1 | - | |
EX Galactic Tornado | Galactic Tornado ![]() |
0*130 | 0*100 | -250/0 | HL | su*- | 11 | 19(3)1 | 22 | -2 | - |
Snake Strike | Snake Strike ![]() |
40x5 | 40x5 | 20/16x7 | HL | - | 8 | 1(3)1(3) 1(4)1(3)1 |
1+17 | 2 | 6 |
Snake Strike ![]() |
40x7 | 40x7 | 20/16x7 | HL | - | 7 | 1(3)1(2)2(3) 1(3)1(3)1(3)2 |
2+17 | 0 | 4 | |
Snake Strike ![]() |
40x7 | 40x7 | 20/16x7 | HL | - | 6 | 1(3)1(2)1(3) 2(2)1(3)1(3)1 |
4+17 | -1 | 3 | |
EX Snake Strike | Snake Strike ![]() |
30x7 | 30x7 | -250/0 | HL | - | 7 | 1(1)2(1)1(2) 2(1)1(2)1(2)1 |
15+17 | - | - |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Spectacle Romance | Super Combo ![]() |
100*80*150 | 0 | -1000/0 | HL | - | 1+6 | 1(14)1 | 29 | -9 | - |
Super Combo ![]() |
100*80*150 | 0 | -1000/0 | HL | - | 1+13 | 2(14)1 | 29 | -9 | - | |
Super Combo ![]() |
100*80*150 | 0 | -1000/0 | HL | - | 1+15 | 3(14)1 | 29 | -9 | - | |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Space Opera Symphony | Ultra Combo 1 | 32*32* 38x7*90 |
0 | 0/0 | HL | - | 0+9 | 3(6)3(10)3(22) 3(17)2(6)3(9) 3(2)3(14)2 |
32 | -13 | - |
Big Bang Typhoon | Ultra Combo 2 | 47*17*17* 18x14*27 |
0 | 0/0 | HL | - | 0+11 | 88 | 87 | -74 | - |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Moves
Standing Close Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Close LP |
Close Jab | Close lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Close MP |
Close Strong | Close mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Close HP |
Close Fierce | Close hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Close LK |
Close Short | Close lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Close MK |
Close Forward | Close mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Close HK |
Close Roundhouse | Close hk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Standing Far Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Far LP |
Far Jab | lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Far MP |
Far Strong | mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Far HP |
Far Fierce | hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Far LK |
Far Short | lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Far MK |
Far Forward | mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Far HK |
Far Roundhouse | hk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Crouching Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Crouch LP |
Crouch Jab | d + lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch MP |
Crouch Strong | d + mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch HP |
Crouch Fierce | d + hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch LK |
Crouch Short | d + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch MK |
Crouch Forward | d + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch HK |
Crouch Roundhouse | d + hk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Neutral Jumping Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Neutral Jump LP |
Neutral Jump Jab | u + lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump MP |
Neutral Jump Strong | u + mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump HP |
Neutral Jump Fierce | u + hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump LK |
Neutral Jump Short | u + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump MK |
Neutral Jump Forward | u + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump HK |
Neutral Jump Roundhouse | u + hk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Diagonal Jumping Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Diagonal Jump LP |
Diagonal Jump Jab | ub / ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump MP |
Diagonal Jump Strong | ub / ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump HP |
Diagonal Jump Fierce | ub / ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump LK |
Diagonal Jump Short | ub / ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump MK |
Diagonal Jump Forward | ub / ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump HK |
Diagonal Jump Roundhouse | ub / ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) |
Unique Attacks
Name | Nickname | Command | Notes | |
File:No image.png |
Vulture Kick |
Overhead | f + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Glory Kick |
Rolling Kick | df + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Fragrance Palm |
Palm Strike | f + hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Target Combo |
Target Combo | lk ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Falcon Kick |
Dive Kick | (in air) ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) |
Focus Attacks
Name | Nickname | Command | Notes | |
File:No image.png | Focus Attack (Level 1) | Level 1 Focus | mp + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png | Focus Attack (Level 2) | Level 2 Focus | mp + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png | Focus Attack (Level 3) | Level 3 Focus | mp + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Throws
Name | Nickname | Command | Notes | |
File:No image.png |
Head Bazooka |
Forward Throw | f or ![]() ![]() |
|
~~ Uses and Strategies ~~ Mixing between As Rufus usually wants to stay close to his opponent, a common follow-up after landing a forward | ||||
File:No image.png |
Hand Machinegun |
Back Throw | b + ![]() |
|
~~ Uses and Strategies ~~ Against characters lacking a 3-frame reversal, Rufus can "safe jump" after landing a back One interesting note on Rufus' back |
Special Moves
Name | Nickname | Command | Notes | |
File:No image.png |
Messiah Kick |
Messiah Kick | qcf + ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
High Attack |
Messiah Flash Kick Followup | lk armorbreak | Perform after Messiah Kick |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Low Attack |
Messiah Low Followup | mk | Perform after Messiah Kick |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Mid Attack |
Messiah Overhead Followup | hk | Perform after Messiah Kick |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Galactic Tornado |
Galactic Tornado | qcf + ![]() ![]() |
For ![]() ![]() ![]() ![]() |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Snake Strike |
Snake Strike | dp + ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) |
Super Combo
Name | Nickname | Command | Notes | |
File:No image.png |
Spectacle Romance |
Super Combo | qcf ![]() ![]() |
|
~~ Uses and Strategies ~~ While it can be juggled from an air-to-air j.HK, far st.HK, or at the end of any combo ending in Galactic Tornado (in the corner only), Rufus' super combo should usually only be used if it will win the game. While there are exceptions to most rules, Rufus usually has better ways to use his EX meter and often it is more important for him to have meter stocked to make the opponent wary of his EX messiah kick than it is for him to score one big chunk of damage from landing his super combo. In any case, if he is playing well against an opponent of similar skill Rufus should usually make use of his meter before he has built a full bar. |
Ultra Combos
Name | Nickname | Command | Notes | |
File:No image.png |
Space Opera Symphony |
Ultra Combo I | qcf ![]() ![]() |
|
~~ Uses and Strategies ~~ Rufus hits his opponents with a series of eight kung fu strikes, followed by a | ||||
File:No image.png |
Big Bang Typhoon |
Ultra Combo II | qcb ![]() ![]() |
|
~~ Uses and Strategies ~~ "Transform!" Rufus winds back and spins in an unrealistically fast circle, throwing out a barrage of strikes around him. Even though it's hard to incorporate this Ultra into a useful combo, it can make up for many situations where Rufus would usually have difficulty. Use this Ultra as an anti-air, a |
Frame Data
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Close LP | Close ![]() |
30 | 50 | 20 | HL | ch/sp/su | 4 | 2 | 7 | 12 | 2 | 5 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Close MP | Close ![]() |
80 | 100 | 40 | HL | sp/su | 5 | 2 | 10 | 16 | 2 | 5 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Close HP | Close ![]() |
100 | 200 | 60 | HL | sp/su | 6 | 2 | 23 | 30 | -7 | -2 | 18 | 23 | Forces stand | Forces stand | Forces stand | Reset | Reset | - | - | - | - | - | - | - | |||
Close LK | Close ![]() |
30 | 50 | 20 | HL | - | 4 | 2 | 6 | 11 | 3 | 6 | 11 | 14 | Cannot be chained into | Reset | Reset | - | - | - | - | - | - | - | |||||
Close MK | Close ![]() |
30*50 | 50*50 | 40*20 | HL | sp/su*- | 7 | 2(4)3 | 11 | 26 | 0 | 3 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Close HK | Close ![]() |
110 | 200 | 60 | HL | su | 8 | 2 | 21 | 30 | -5 | 0 | 18 | 23 | Forces stand | Forces stand | Forces stand | Reset | Reset | - | - | - | - | - | - | - | |||
Far LP | Far ![]() |
20 | 50 | 20 | HL | ch/sp/su | 5 | 2 | 5 | 11 | 4 | 7 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Far MP | Far ![]() |
90 | 100 | 40 | HL | sp/su | 7 | 2 | 12 | 20 | 0 | 3 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Far HP | Far ![]() |
120 | 200 | 60 | HL | - | 9 | 3 | 16 | 27 | -1 | 3 | 18 | 22 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Far LK | Far ![]() |
40 | 50 | 20 | HL | - | 6 | 2 | 7 | 14 | 2 | 5 | 11 | 14 | Cannot be chained into | Reset | Reset | - | - | - | - | - | - | - | |||||
Far MK | Far ![]() |
70 | 100 | 40 | HL | - | 10 | 2 | 17 | 28 | -4 | -1 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Far HK | Far ![]() |
90 | 150 | 60 | HL | - | 17 | 2 | 14 | 32 | 2 | - | 18 | - | Free Juggle | Free Juggle | Soft Knockdown | Soft Knockdown | - | - | Lower body: 1~13F | Lower body: 1~13F | - | - | - | ||||
Crouch LP | Crouch ![]() |
30 | 50 | 20 | HL | ch/sp/su | 4 | 2 | 8 | 13 | 1 | 4 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch MP | Crouch ![]() |
80 | 100 | 40 | HL | sp/su | 7 | 3 | 10 | 19 | 1 | 4 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch HP | Crouch ![]() |
100 | 200 | 60 | HL | - | 14 | 2 | 30 | 45 | -14 | -10 | 18 | 22 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch LK | Crouch ![]() |
20 | 50 | 20 | L | ch/sp/su | 4 | 2 | 9 | 14 | 0 | 3 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch MK | Crouch ![]() |
70 | 100 | 40 | L | sp/su | 6 | 1 | 16 | 22 | -3 | 0 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch HK | Crouch ![]() |
110 | 200 | 60 | L | - | 12 | 2 | 22 | 35 | -6 | - | 18 | - | Hard Knockdown | Hard Knockdown | Hard Knockdown | Hard Knockdown | - | - | - | - | - | - | - | ||||
Vulture Kick | Overhead![]() ![]() |
60 | 50 | 40 | H | - | 21 | 2 | 16 | 38 | -4 | -1 | 14 | 17 | Reset | Reset | - | - | Lower body: 7~20F | Lower body: 7~20F | - | 7~23F | - | ||||||
Glory Kick | ![]() ![]() |
50 | 50 | 40 | L | - | 21 | 2 | 12 | 34 | 0 | 3 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Fragrance Palm | ![]() ![]() |
100 | 150 | 60 | HL | - | 19 | 5 | 18 | 41 | -5 | - | 18 | - | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | - | ||||
Target Combo | ![]() ![]() |
70 | 100 | 30 | HL | - | 8 | 2 | 21 | 30 | -8 | - | 15 | - | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | - | ||||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
Neutral Jump LP | Neutral Jump ![]() |
50 | 50 | 20 | H | - | 5 | 7 | - | 11 | - | - | Reset | Reset | - | - | - | Lower body: 1~11F | - | - | - | ||||||||
Neutral Jump MP | Neutral Jump ![]() |
80 | 100 | 40 | H | - | 6 | 5 | - | 10 | - | - | Reset | Reset | - | - | - | Lower body: 1~10F | - | - | - | ||||||||
Neutral Jump HP | Neutral Jump ![]() |
100 | 200 | 60 | H | - | 5 | 7 | - | 11 | - | - | Reset | Reset | - | - | - | Lower body: 1~11F | - | - | - | ||||||||
Neutral Jump LK | Neutral Jump ![]() |
50 | 50 | 20 | H | - | 5 | 6 | - | 10 | - | - | Reset | Reset | - | - | - | Lower body: 1~10F | - | - | - | ||||||||
Neutral Jump MK | Neutral Jump ![]() |
90 | 100 | 40 | H | - | 4 | 6 | - | 9 | - | - | Reset | Reset | - | - | - | Lower body: 1~3F | - | - | - | ||||||||
Neutral Jump HK | Neutral Jump ![]() |
110 | 200 | 60 | H | - | 6 | 4 | - | 9 | - | - | Reset | Reset | - | - | - | Lower body: 1~9F | - | - | - | ||||||||
Angled Jump LP | Angled Jump ![]() |
50 | 50 | 20 | H | - | 6 | 6 | - | 11 | - | - | Reset | Reset | - | - | - | Lower body: 1~11F | - | - | - | ||||||||
Angled Jump MP | Angled Jump ![]() |
80 | 100 | 40 | H | - | 6 | 9 | - | 14 | - | - | Reset | Reset | - | - | - | Lower body: 1~14F | - | - | - | ||||||||
Angled Jump HP | Angled Jump ![]() |
100 | 200 | 60 | H | - | 7 | 5 | - | 11 | - | - | Reset | Reset | - | - | - | Lower body: 1~11F | - | - | - | ||||||||
Angled Jump LK | Angled Jump ![]() |
50 | 50 | 20 | H | - | 6 | 7 | - | 12 | - | - | Reset | Reset | - | - | - | Lower body: 1~12F | - | - | - | ||||||||
Angled Jump MK | Angled Jump ![]() |
80 | 100 | 40 | H | - | 7 | 5 | - | 11 | - | - | Reset | Reset | - | - | - | Lower body: 1~16F | - | - | - | ||||||||
Angled Jump HK | Angled Jump ![]() |
50*40 | 50*100 | 60*20 | H | - | 7 | 3(4)3 | - | 16 | - | - | [1st Hit]: Free Juggle, [2nd Hit]: Soft Knockdown | [1st Hit]: Free Juggle, [2nd Hit]: Soft Knockdown | - | - | - | - | - | - | JP: 0*1 | ||||||||
Falcon Kick | Dive Kick Air ![]() ![]() |
70 | 100 | 40 | HL | - | 11 | Until ground | - | 11 | -4~7 | 0~11 | Lower connect gives better frame advantage | Reset | Reset | - | - | - | - | - | - | JP: 1 | |||||||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
Focus Attack (Level 1) | Level 1 Focus | 80 | 100 | 20 | HL | - | 10+11 | 2 | 35 | 57 | -21 | -21 | 16 | 16 | Range: 1.761 | Crumple | Soft Knockdown | Soft Knockdown | 1~10F | - | - | - | - | - | - | ||||
Focus Attack (Level 2) | Level 2 Focus | 100 | 150 | 40 | HL | - | 18+11 | 2 | 35 | 65 | -15 | - | 22 | - | Range: 1.761 | Crumple | Crumple | Free Juggle | Free Juggle | 1~18F | - | - | - | - | - | - | |||
Focus Attack (Level 3) | Level 3 Focus | 160 | 200 | 60 | - | - | 58 | 2 | 35 | 94 | - | - | - | - | Range: 1.761, cannot hit pre-jump | X | Crumple | Crumple | Free Juggle | Free Juggle | 1~57F | - | - | - | - | - | - | ||
Red Focus Attack (Level 1) | Level 1 Red Focus | 100 | 100 | 20 | HL | - | 10+11 | 2 | 35 | 57 | -21 | -21 | 16 | 16 | Range: 1.761, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block | Crumple | Soft Knockdown | Soft Knockdown | 1~10F (99 hits) | - | - | - | - | - | - | ||||
Red Focus Attack (Level 2) | Level 2 Red Focus | 150 | 150 | 40 | HL | - | 18+11 | 2 | 35 | 65 | -15 | - | 22 | - | Range: 1.761, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block | Crumple | Crumple | Free Juggle | Free Juggle | 1~18F (99 hits) | - | - | - | - | - | - | |||
Red Focus Attack (Level 3) | Level 3 Red Focus | 240 | 200 | 60 | - | - | 58 | 2 | 35 | 94 | - | - | - | - | Range: 1.761, Opponent gains 30 meter on hit, cannot hit pre-jump | X | Crumple | Crumple | Free Juggle | Free Juggle | 1~58F (99 hits) | - | - | - | - | - | - | ||
EX Red Focus Attack (Level 1) | Level 1 EX Red Focus | 100 | 100 | 20 | HL | - | 10+11 | 2 | 35 | 57 | -15 | - | 22 | - | Range: 1.761, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block | Crumple | Crumple | Free Juggle | Free Juggle | - | - | - | - | - | - | - | |||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
Head Bazooka | Forward Throw | 135 | 120 | 40 | 0.907 | - | 3 | 2 | 20 | 24 | - | - | - | - | Opponent recovers 74F after you recover | X | Hard Knockdown | - | - | - | - | - | - | - | - | - | - | ||
Hand Machinegun | Back Throw | 130 | 160 | 40 | 0.907 | - | 3 | 2 | 20 | 24 | - | - | - | - | Opponent recovers 36F after you recover | X | Hard Knockdown | - | - | - | - | - | - | - | - | - | - | ||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
Messiah Kick | Messiah Kick ![]() |
80 | 100 | 20/30 | HL | - | 24 | 2 | 8 + After landing 20 | 53 | -9 | -5 | 21 | 25 | After landing 3F~ can cancel into followup, builds 10 meter on block | Soft Knockdown | Soft Knockdown | - | - | - | - | - | 10F~ | JP: 7 | |||||
Messiah Kick ![]() |
80 | 100 | 20/30 | HL | - | 26 | 2 | 11 + After landing 20 | 58 | -12 | -8 | 21 | 25 | After landing 3F~ can cancel into followup, builds 10 meter on block | Soft Knockdown | Soft Knockdown | - | - | - | - | - | 10F~ | - | ||||||
Messiah Kick ![]() |
80 | 100 | 20/30 | HL | - | 35 | 2 | 5 + After landing 20 | 61 | -6 | -2 | 21 | 25 | After landing 3F~ can cancel into followup, builds 10 meter on block | Soft Knockdown | Soft Knockdown | - | - | - | - | - | 10F~ | - | ||||||
EX Messiah Kick | Messiah Kick ![]() |
15x4*20 | 10x4*50 | -250/0 | HL | - | 11 | 3(1)2(1) 2(1)2(8)2 |
6+27 | 65 | -14 | -10 | 21 | 25 | After landing, 2~17F can cancel into followup, opponent gains 15x5 meter on hit, 10x4*5 on block | Soft Knockdown | Soft Knockdown | - | All: 1~13F | - | - | - | 11F~ | JP: 0*1*2*3*4 | |||||
High Attack | Messiah Flash Kick Followup | 60 | 100 | 20/30 | HL | su | 12 | 4 | 14 + After landing 21 | 50 | -18 | - | 21 | - | Builds 20 meter on block | X | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | All: 1~11F | - | - | - | 14F~ | JP: 7 | ||
Low Attack | Messiah Low Followup | 80 | 100 | 20/30 | L | - | 19 | 2 | 22 | 42 | -3 | - | 21 | - | Builds 20 meter on block | Hard Knockdown | Hard Knockdown | Hard Knockdown | Hard Knockdown | - | - | - | - | - | - | - | |||
Mid Attack | Messiah Overhead Followup | 90 | 150 | 20/30 | H | - | 26 | 5 | After landing 19 | 49 | -3 | - | 21 | - | Builds 20 meter on block | Hard Knockdown | Hard Knockdown | Hard Knockdown | Hard Knockdown | - | - | - | - | - | 9F~ | - | |||
Galactic Tornado | Galactic Tornado ![]() |
40*50 | 50*50 | 20/10*20 | HL | su*- | 10 | 8(6)2 | 20 | 45 | -1 | - | 21 | - | Builds 8*10 meter on block | X | X | - | - | - | - | - | - | JP: 1*0 | |||||
Galactic Tornado ![]() |
50*20*40 | 50x3 | 20/10*10*20 | HL | su*-*- | 14 | 10*11(5)2 | 20 | 61 | -1 | - | 21 | - | Can move forward during rotation, builds 8x2*10 meter on block | X | X | - | - | - | - | - | - | JP: 1*0*0 | ||||||
Galactic Tornado ![]() |
50*20*50 | 50x3 | 20/10*10*20 | HL | su*-*- | 15 | 10*11(5)2 | 20 | 62 | -1 | - | 21 | - | Can move forward during rotation, builds 8x2*10 meter on block | X | X | - | - | - | - | - | - | JP: 1*0*0 | ||||||
EX Galactic Tornado | Galactic Tornado ![]() |
0*130 | 0*100 | -250/0 | HL | su*- | 11 | 19(3)1 | 22 | 55 | -2 | - | 21 | - | 13~14f cancellable, 1st hit cannot hit airborne, opponent gains 5*10 meter on hit, 4*5 on block | X | X | [1st Hit]: Vacuum effect, [2nd Hit]: Soft Knockdown | [1st Hit]: Vacuum effect, [2nd Hit]: Soft Knockdown | [2nd Hit]: Soft Knockdown | [2nd Hit]: Soft Knockdown | - | - | - | - | - | - | JP: 0*3 | |
Snake Strike | Snake Strike ![]() |
40x5 | 40x5 | 20/16x7 | HL | - | 8 | 1(3)1(3) 1(4)1(3)1 |
1+17 | 43 | 2 | 6 | 21 | 25 | Builds 10x5 meter on block | - | - | - | - | - | 1F~ | JP: 1x3*2x2 | |||||||
Snake Strike ![]() |
40x7 | 40x7 | 20/16x7 | HL | - | 7 | 1(3)1(2)2(3) 1(3)1(3)1(3)2 |
2+17 | 51 | 0 | 4 | 21 | 25 | Builds 10x7 meter on block | - | - | - | - | - | 1F~ | JP: 1x3*2x3*3 | ||||||||
Snake Strike ![]() |
40x7 | 40x7 | 20/16x7 | HL | - | 6 | 1(3)1(2)1(3) 2(2)1(3)1(3)1 |
4+17 | 50 | -1 | 3 | 21 | 25 | Builds 10x7 meter on block | - | - | - | - | - | 1F~ | JP: 1x3*2x3*3 | ||||||||
EX Snake Strike | Snake Strike ![]() |
30x7 | 30x7 | -250/0 | HL | - | 7 | 1(1)2(1)1(2) 2(1)1(2)1(2)1 |
15+17 | 56 | - | - | - | - | [Counter hit vs Airborne] increased knockback, opponent gains 8x7 meter on hit, 5x7 on block | - | All: 1~10F | - | - | - | 1F~ | JP: 1~7 sequentially | |||||||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
Spectacle Romance | Super Combo ![]() |
100*80*150 | 0 | -1000/0 | HL | - | 1+6 | 1(14)1 | 29 | 51 | -9 | - | 21 | - | Restands opponent on air hit, 2nd-3rd Hit armor breaks, 3rd hit triggers on a successful 2nd hit and starts in 104f, opponent recovers 79 frames after you recover, opponent gains 20x3 meter on hit, 5x2 on block | X | [1st~2nd Hit]: Forces stand, [3rd Hit]: Hard Knockdown | [1st~2nd Hit]: Forces stand, [3rd Hit]: Hard Knockdown | [1st~2nd Hit]: Forces stand, [3rd Hit]: Hard Knockdown | [1st~2nd Hit]: Forces stand, [3rd Hit]: Hard Knockdown | - | All: 1~5F | - | - | - | - | JP: 127 | ||
Super Combo ![]() |
100*80*150 | 0 | -1000/0 | HL | - | 1+13 | 2(14)1 | 29 | 59 | -9 | - | 21 | - | Restands opponent on air hit, 2nd-3rd Hit armor breaks, 3rd hit triggers on a successful 2nd hit and starts in 104f, opponent recovers 79 frames after you recover, opponent gains 20x3 meter on hit, 5x2 on block | X | [1st~2nd Hit]: Forces stand, [3rd Hit]: Hard Knockdown | [1st~2nd Hit]: Forces stand, [3rd Hit]: Hard Knockdown | [1st~2nd Hit]: Forces stand, [3rd Hit]: Hard Knockdown | [1st~2nd Hit]: Forces stand, [3rd Hit]: Hard Knockdown | - | All: 1~6F | - | - | - | - | JP: 127 | |||
Super Combo ![]() |
100*80*150 | 0 | -1000/0 | HL | - | 1+15 | 3(14)1 | 29 | 62 | -9 | - | 21 | - | Restands opponent on air hit, 2nd-3rd Hit armor breaks, 3rd hit triggers on a successful 2nd hit and starts in 104f, opponent recovers 79 frames after you recover, opponent gains 20x3 meter on hit, 5x2 on block | X | [1st~2nd Hit]: Forces stand, [3rd Hit]: Hard Knockdown | [1st~2nd Hit]: Forces stand, [3rd Hit]: Hard Knockdown | [1st~2nd Hit]: Forces stand, [3rd Hit]: Hard Knockdown | [1st~2nd Hit]: Forces stand, [3rd Hit]: Hard Knockdown | - | All: 1F | - | - | - | - | JP: 127 | |||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
Space Opera Symphony | Ultra Combo 1 | 32*32* 38x7*90 |
0 | 0/0 | HL | - | 0+9 | 3(6)3(10)3(22) 3(17)2(6)3(9) 3(2)3(14)2 |
32 | 151 | -13 | - | 22 | - | 9th hit armor breaks, pursuit property, 9th hit triggers 10th hit, opponent recovers 88F after you fully recover, opponent gains 20x10 meter on hit, 5x9 on block | X | Hard Knockdown | Hard Knockdown | Hard Knockdown | Hard Knockdown | - | All: 1~9F | - | - | - | - | JP: 127 | ||
Big Bang Typhoon | Ultra Combo 2 | 47*17*17* 18x14*27 |
0 | 0/0 | HL | - | 0+11 | 88 | 87 | 185 | -74 | - | - | - | 1st hit cannot hit airborne, opponent gains 5*10x18 meter on hit, 4*5x18 on block | X | [1st Hit]: Vacuum, [18th Hit]: Hard Knockdown | [1st Hit]: Vacuum, [18th Hit]: Hard Knockdown | Hard Knockdown | Hard Knockdown | - | All: 1~12F | - | All: 13~98F | - | - | JP: 0 (if any hit connects vs airborne all hits become JP: 127) | ||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |