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[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=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) | ||
== Ultra SFIV Changes == | == Ultra SFIV Changes == |
Latest revision as of 14:17, 28 June 2025
Introduction
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.
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.
Pick if you like: | Avoid if you dislike: |
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Players to Watch
Inco (JP), Andreas (UK), Ricki Ortiz (US), Justin Wong (US), Kindevu (JP), Haitani (JP), Brenttiscool (US)
Ultra SFIV Changes
Frame Data Glossary - USFIV | |
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Active |
How many frames a move remains active (can hurt opponents) for. For projectiles with a limited active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.
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Cancel |
Available options for canceling one move into another move.
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Damage |
Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y. Damage listed in () parentheses may be the total damage of all hits, or the damage of an alternate version (like a non-cinematic Ultra connect) based on context. This will usually be explained in the description.
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Guard |
Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), HL is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked. If an attack cannot be blocked, like a Level 3 Focus Attack, no Guard property will be listed (and no Block data will be given in the frame data columns).
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On Hit/Block |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.
KD refers to knockdown on hit, with SKD = Soft Knockdown (allows quick wake-up) and HKD = Hard Knockdown (no quick wake-up). If a KD Advantage is listed (HKD +30), this refers to the amount of time the attacker is free to move before the defender has recovered from their knockdown. This also assumes that Delayed Wake-up is not used.
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Recovery |
How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.
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Startup |
How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.
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Juggle Info |
When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:
The following is a more detailed overview of the juggle system:
Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value.
Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.
Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.
An example to tie everything together:
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