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[http://www.youtube.com/results?search_query=Justin+Wong+Rufus Justin Wong] (US) <br> | [http://www.youtube.com/results?search_query=Justin+Wong+Rufus Justin Wong] (US) <br> | ||
[http://www.youtube.com/results?search_query=Kindevu+Rufus Kindevu] (Japan) <br> | [http://www.youtube.com/results?search_query=Kindevu+Rufus Kindevu] (Japan) <br> | ||
[http://www.youtube.com/results?search_query=Haitani+Rufus Haitani] ( | [http://www.youtube.com/results?search_query=Haitani+Rufus Haitani] (Japan) | ||
== Ultra SFIV Changes == | == Ultra SFIV Changes == |
Revision as of 16:18, 20 October 2015

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 (Japan)
Andreas (UK)
Ricki Ortiz (US)
Justin Wong (US)
Kindevu (Japan)
Haitani (Japan)
Ultra SFIV Changes
(From Ultra SFIV Arcade Japan)
- Forward Throw: Damage reduced to 135 from 150
- Stand MP: Can now be canceled into Special Moves, Super, or EX Focus Attack
- Stand MK: Active Frames increased to 2 frames from 1 frame
- Target Combo (LK --> HK): On block now -8 from -5
- Messiah Kick: Light version given Juggle Potential (exact data unknown)
- Low Attack: Recovery increased to 22 frames from 19 frames
- Mid Attack: Recovery increased to 19 frames from 17 frames
- EX Messiah Kick: Reduced maximum height to make it less likely to pass over crouching opponents
- EX Messiah Kick: Startup invincibility reduced to frames 1-13 from frames 1-16;
- Spectacle Romance (SC): 2nd hit Hitbox expanded to the tip of the fist
- Space Opera Symphony (UC1): Damage reduced to 420 from 460
- Big Bang Typhoon (UC2): Damage reduced to 360 from 420
(New to Ultra SFIV Console Digital Release)
- Close HP: Hitbox expanded downward
- EX Snake Strike: Bug causing the move to not activate when the simultaneous P button timing was off by 1 frame fixed
- High Attack: Juggle Potential increased to 2 from 1
- EX Messiah Kick: 2nd hit and after now given Juggle Potential (exact data unknown)
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.
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 / uf + lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump MP |
Diagonal Jump Strong | ub / uf + mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump HP |
Diagonal Jump Fierce | ub / uf + hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump LK |
Diagonal Jump Short | ub / uf + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump MK |
Diagonal Jump Forward | ub / uf + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump HK |
Diagonal Jump Roundhouse | ub / uf + hk | |
~~ 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 --- hk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Falcon Kick |
Dive Kick | (in air) df + mk | |
~~ 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 n + lp + lk | |
~~ Uses and Strategies ~~ 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. | ||||
File:No image.png |
Hand Machinegun |
Back Throw | b + lp + lk | |
~~ Uses and Strategies ~~ 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. |
Special Moves
Name | Nickname | Command | Notes | |
File:No image.png |
Messiah Kick |
Messiah Kick | qcf + k ex | |
~~ 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 + p ex armorbreak | For mp and hp versions, b or f controls forward distance traveled |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Snake Strike |
Snake Strike | dp + p ex | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Super Combo
Name | Nickname | Command | Notes | |
File:No image.png |
Spectacle Romance |
Super Combo | qcf qcf + p armorbreak | |
~~ 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 qcf + 3p armorbreak | |
~~ Uses and Strategies ~~ 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. | ||||
File:No image.png |
Big Bang Typhoon |
Ultra Combo II | qcb qcb + 3p armorbreak | |
~~ 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 counter to a throw attempt, or as a reaction to Focus Attacks at mid-range. |
The Basics
The very basics
Rufus' divekick, the Falcon Kick, is the tool around which his game was built. With no height restriction - meaning it can be performed at any point during his jump arc - and excellent hit- and block-stun properties, it is commonly considered to be the best divekick in a game where divekicks are extremely useful (partly due to the mind game that has developed around using "crouch tech" as an effective defensive tactic, which tactic can be easily exploited by Rufus' divekick). His other key tool is his ultra combo 1, and he has a wide variety of ways to safely land it to boost his damage output.
Where Rufus struggles is in the ranged game - his normal attacks are limited and don't cover different ranges as well as many other characters - and on defence. He has an invincible reversal in EX messiah kick which is highly effective at low levels of play but extremely risky to use against skilled opponents (and which costs one bar of EX meter to execute), his backdash is not good and his focus attack lacks range. He also has no 3 frame normal attacks.
Rufus' basic goal in most matchups, then, is to work his way in close to his opponent and persuade them to press buttons (or otherwise stop blocking) in order that he can connect with a divekick and convert that opening into a combo, after which he will continue to apply pressure. Many of Rufus' basic combos can be modified to make use of his ultra combo 1 once it's available, which not only boosts his damage output but provides him with a nice setup for further pressure afterwards.
Ultra combos
Ultra combo 1 is the traditionally recommended ultra selection for Rufus, however in matchups against fireball characters he might opt to use ultra combo 2 (or w-ultra) instead, giving him a damaging fireball punish and anti-air. W-ultra can also be useful against certain rushdown/mixup characters, for example C. Viper and El Fuerte, in order to discourage their airborne approaches with ultra combo 2 but also allow the option to use ultra combo 1 to boost combo damage should the opportunity arise.
Combos
Rufus combos often begin with a divekick (at any point in a jump, press down-forward and MK together). Because the divekick can afford Rufus different durations of hitstun depending on how high or low on the opponent's body it lands, and because it can also lead to different timings for pressing the next button after the divekick, it is important to practice combos from a range of divekick heights (and against different characters when standing/crouching due to the effect this has on character hurtboxes).
Any combo ending in Galactic Tornado can be followed with a juggle into UC1 (in the corner only, with one or two exceptions), or he can use Red Focus Cancel on the first hit of Galactic Tornado to score a crumple and continue the combo as he sees fit (anywhere on screen).
Essential combos
- st.LK, st.HP xx Galactic Tornado
- st.LK, st.LK, st.HP xx Galactic Tornado
- The above are "the Rufus BnB" - on certain characters (and from certain positions after landing a crossup divekick) only one st.LK is possible before the st.HP. The link from st.LK to st.HP is a "one frame link" requiring very precise timing from the player. However it is widely agreed that it's essential that the aspiring Rufus player learn this combo in order to score sufficient damage when the opportunity arises.
- st.HP xx Galactic Tornado
- Rufus' basic punish for blocked attacks which leave the opponent at significant disadvantage. Also, from a very low-hitting divekick Rufus can combo directly into this without a st.LK beforehand, which makes the combo easier and removes the damage scaling added by the st.LK attack in the "BnB".
- cr.LP xx EX Galactic Tornado
- a nice simple punish for lots of situations where the st.HP punish above is too slow.
- EX messiah kick FADC UC1
- j.HK (air to air), UC1
- st.LK>st.HK, UC1
- Three basic ways to land Rufus' ultra combo 1, all essential to his game especially at low to intermediate level. Only the third of these can be preceded by a divekick, making it perhaps the most common way to land Rufus' ultra during pressure. The first combo above can be extended as follows if the messiah kick has pushed the opponent near the corner: EX messiah kick FADC snake strike, UC1. The second can be used with an EX snake strike if Rufus doesn't have ultra available.
Other combos
- cr.LK, cr.LP, (cr.LP), far st.LP, st.MP xx EX Galactic Tornado
- This combo starts from a low attack and can be useful after divekicking early to avoid actually hitting the opponent. The player can experiment with the number and type of light attacks at the start of this combo to achieve satisfactory spacing to ensure that the st.LP is indeed the "far" version of the move.
- As well as ending with a juggle into UC1 at the end of this combo (in the corner only), Rufus can use FADC after inputting the EX Galactic Tornado (after the vacuum effect has started but before Rufus' arm connects) anywhere on screen to continue the combo as he sees fit (e.g. by linking a st.LK>st.HK target combo and juggling with ultra).
- cr.LK xx Galactic Tornado (LP version)
- This can be performed immediately after a divekick and will either combo if the divekick hits or perform a blockstring if the divekick is blocked (or combo from cr.LK if the opponent blocks everything standing). Low damage.
- far st.HK, UC1
- Rufus' far st.HK is very good at avoiding low attacks, and in some matchups this can be a useful way to land an ultra combo. far st.HK can also juggle as an anti air against some characters trying to jump away.
- st.MP, st.LK>st.HK, UC1
- Most useful if you can land a st.MP counterhit on the opponent's wakeup by timing it to interrupt the startup of their crouch tech/other button.
- st.LK, cr.LP xx EX Galactic Tornado
- st.LK, st.MP, cr.LP xx EX Galactic Tornado
- Often used after a crossup divekick whose spacing may have led to the usual "BnB" failing to connect, these provide reasonable damage for one bar of EX meter. In addition, the second can act as a useful frame trap with slightly delayed timing if the player sees that the preceding divekick was blocked.
- df+MK (rolling attack), cr.LP xx EX Galactic Tornado
- This only works if the first attack hits as a counterhit, so the player will need to practice checking for the "counterhit" symbol appearing on screen before inputting the EX Galactic Tornado.
- nj.HK, st.HP xx Galactic Tornado
- This is Rufus' standard high-damage punish when standing close to a dizzied opponent. If the opponent is further away, the nj.HK can be replaced with a j.HP for slightly less damage.
- EX messiah kick FADC EX messiah kick
- j.HK (high air to air), LK messiah kick (plus LK ender)
- Two new juggles in USF4 which weren't possible in previous versions of the game. The first is expensive so should only really be used for fun, or if it will end the round. The second is a useful modification of Rufus' j.HK, EX snake strike combo, providing a good option if Rufus doesn't want to spend meter.
- nj.HK, st.HP xx EX Galactic Tornado FADC st.HP xx EX Galactic Tornado
- This requires four bars of EX meter but, if continued with a UC1 juggle at the end, was Rufus' most damaging combo in previous versions of the game (when ended with an UC1 juggle in the corner). In USF4, it is superseded by...
- nj.HK, st.HK xx Red Focus (hits) xx dash forward, st.HP xx EX Galactic Tornado
- There is also a variation of this which requires Rufus to backdash from the from the Red Focus hit then walk forward a little to land a far st.HK and continue the combo (also works midscreen with slightly different timing).
Strategy
Matchups
vs. Abel
vs. Adon
vs. Akuma/Gouki
vs. Balrog/Boxer
vs. Blanka
vs. C. Viper
vs. Cammy
vs. Chun-Li
vs. Cody
vs. Dan
vs. Decapre
vs. Dee Jay
vs. Dhalsim
vs. Dudley
vs. E. Honda
vs. El Fuerte
vs. Elena
vs. Evil Ryu
vs. Fei Long
vs. Gen
vs. Gouken
vs. Guile
vs. Guy
vs. Hakan
vs. Hugo
vs. Ibuki
vs. Juri
vs. Ken
vs. M.Bison/Dictator
vs. Makoto
vs. Oni
vs. Poison
vs. Rolento
vs. Rose
vs. Rufus (self)
vs. Ryu
vs. Sagat
vs. Sakura
vs. Seth
vs. T.Hawk
vs. Vega/Claw
vs. Yang
vs. Yun
vs. Zangief
Frame Data