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| ==== Super Combo ==== | | ==== Super Combo ==== |
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| ==== Ultra Combos ==== | | ==== Ultra Combos ==== |
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| {{SSFIVMoveListRow | Big Bang Typhoon | {{qcb}} qcb + {{3p}} | {{armorbreak}} }} | | {{SSFIVMoveListRow | Big Bang Typhoon | {{qcb}} {{qcb}} + {{3p}} | {{armorbreak}} }} |
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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.
Moves
Unique Attacks
Vulture Kick

+
Glory Kick

+
Fragrance Palm

+
Falcon Kick
(in air)

+
Throws
Special Moves
Messiah Kick

+
High Attack
Perform after Messiah Kick;
Low Attack
Perform after Messiah Kick;
Mid Attack
Perform after Messiah Kick;
Galactic Tornado

+
Only for

and

versions,

or

controls distance;
Snake Strike

+
Super Combo
Ultra Combos
Frame Data
Move Analysis
Normal Moves
Crouching Normals
Crouch LP is a fast poke with a very good hitbox, but can be difficult to turn into a combo and real damage due to its minimal frame advantage.
Crouch MP is a reliable anti-air but is vulnerable to crossups or high jump-ins.
Crouch LK is a fast low poke with a good hitbox, but less damage and range. Useful, for example, against Blanka's Electricity. Combo into LP Galactic Tornado to quickly punish a standing opponent.
Crouch MK is a medium-speed low poke that is frame neutral on block and has the same basic range as Crouch LP. It moves Rufus' hitbox back as it starts up so it can be useful against Focus Attacks. Combo into HP or EX Galactic Tornado to strongly punish a standing opponent.
Crouch HP is a very slow but very long range poke. Even if your opponent blocks, you build about as much meter as whiffing three LP Snake Strikes, so it can be useful to gain some advantage against a zoning opponent. It is quite unsafe on block and vulnerable to focus absorb dashes, so use it carefully!
Crouch HK is a slow but long range sweep; it moves Rufus' hitbox forward significantly, so be wary of counter hits.
Far Normals
Far LP is a fast poke which gives great frame advantage on block (+4). With good reactions and spacing, you can hitconfirm and combo into Far MP afterwards for an additional 90 damage and +3 frame advantage on hit. An altogether great normal.
Far MP is a medium-speed poke which controls horizontal space well with a moderately good hitbox.
Far HP is a great anti-air which does good damage but controls a limited jump arc which it shares with Jump Forward HK and EX Snake Strike.
The second frame of Far HP extends the powerful anti-air hitbox even further.
Far LK is a medium-speed poke which has a fantastic hitbox for shutting down an opponent's low pokes, especially Shoto Crouch MK.
Far MK is Rufus' longest range standing poke; it has the same range as Crouch HK, but is slightly faster, has a somewhat better hitbox, does less damage, and doesn't knock down.
Far HK is a slow medium-range poke with several special characteristics. For example, it can combo into either Ultra (though under limited circumstances for U2). It can step over some low pokes and punish harder than Far LK, but with more risk. It can combo into EX Snake Strike for full or near-full hits on some characters anywhere, or on most characters if it catches them out of the air or hits them into the corner. It can combo into Crouch HK for an untechable knockdown.
Close Normals
Close LP is a fast normal which covers Rufus' face with a good hitbox. It can safely hit mistimed crossups, though in some situations a turnaround Close HP does the same job better. It can miss on crouching opponents, so beware.
Close MP is a fast normal, useful for baiting counter hits and frame trapping, since Close HP and Crouch MK can be linked from it afterwards. Against some characters such as Blanka, it is a vital part of bread and butter combos.
Close HP is a tried and true element of Rufus' bread and butter combos, whether hitconfirmed from a Close LK or directly linked from a divekick as a punish, Close HP is the go-to close normal for good damage.
Close HP's second active frame is an often neglected tool which serves as anti-air directly above Rufus' head. Used skillfully in tandem with Crouch MP, Rufus can control his airspace effectively.
Close LK is a fast, close poke with great frame advantage, used in frame trapping, tick throws, and bread and butter combos.
Close MK is a rarely used move, as it is essentially a sub-optimal version of other normals, such as Close MP.
The second part of Close MK, its second hit, which can be used to go through an opponent's one-hit armor up close, though other options are generally better.
Close HK is almost never seen outside of Rufus' Target Combo, though it does have one legitimate use - Close HK canceled to Super is the most effective way to use Rufus' super, or in other words, the most likely to do enough damage to finish your opponent and win the game.
Angled Jumping Normals

Neutral Jumping Normals

Unique Attacks
N/A
Normal Throws
N/A
Focus Attack
N/A
Special Moves
N/A
Super Combos
N/A
Ultra Combos
N/A
The Basics
Advanced Strategy
Combos
Bread and Butters
Hit Confirm Combos
Dizzy / Focus Crumple Combos
FADC Combos
Advanced Combos
Combos Into Supers
Combos Into Ultras
Matchups
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