A. C. Glass (talk | contribs) No edit summary |
(→Frame Data: Updated to 2012 and notes) |
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Line 153: | Line 153: | ||
| align="center" |-7 | | align="center" |-7 | ||
| align="center" |-2 | | align="center" |-2 | ||
| align="center" | | | align="center" |Forces stand | ||
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Line 175: | Line 175: | ||
| align="center" |50*50 | | align="center" |50*50 | ||
| align="center" |40*20 | | align="center" |40*20 | ||
| align="center" |sp/su | | align="center" |sp/su*- | ||
| align="center" |7 | | align="center" |7 | ||
| align="center" |2(4)3 | | align="center" |2(4)3 | ||
Line 195: | Line 195: | ||
| align="center" |-5 | | align="center" |-5 | ||
| align="center" |0 | | align="center" |0 | ||
| align="center" | | | align="center" |Forces stand | ||
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|- | |- | ||
Line 237: | Line 237: | ||
| align="center" |0 | | align="center" |0 | ||
| align="center" |+4 | | align="center" |+4 | ||
| align="center" | | | align="center" |Frame advantage based on 2nd active frame | ||
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|- | |- | ||
Line 279: | Line 279: | ||
| align="center" |+2 | | align="center" |+2 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~13f lower body strike and projectile invincible, floats opponent | ||
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Line 363: | Line 363: | ||
| align="center" |-6 | | align="center" |-6 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Hard knockdown | ||
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|- | |- | ||
Line 531: | Line 531: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |[1st air hit] floats opponent, [2nd air hit] limited juggle knockdown & pursuit property | ||
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Line 545: | Line 545: | ||
| align="center" |-4 | | align="center" |-4 | ||
| align="center" |-1 | | align="center" |-1 | ||
| align="center" | | | align="center" |7~20f lower body strike and projectile invincible, 7~23f airborne | ||
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|- | |- | ||
Line 587: | Line 587: | ||
| align="center" |+7 | | align="center" |+7 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |pursuit property, guard advantage based on earliest jump | ||
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|- | |- | ||
Line 657: | Line 657: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Hard knockdown, Opponent recovers 74F after you recover | ||
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|- | |- | ||
Line 671: | Line 671: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Hard knockdown, Opponent recovers 36F after you recover | ||
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|- | |- | ||
Line 682: | Line 682: | ||
| align="center" |24 | | align="center" |24 | ||
| align="center" |2 | | align="center" |2 | ||
| align="center" |8+20 | | align="center" |8 + After landing 20 | ||
| align="center" |-9 | | align="center" |-9 | ||
| align="center" |-5 | | align="center" |-5 | ||
| align="center" | | | align="center" |10f~ airborne, after landing 3f~ can cancel into followup | ||
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|- | |- | ||
Line 696: | Line 696: | ||
| align="center" |26 | | align="center" |26 | ||
| align="center" |2 | | align="center" |2 | ||
| align="center" |11+20 | | align="center" |11 + After landing 20 | ||
| align="center" |-12 | | align="center" |-12 | ||
| align="center" |-8 | | align="center" |-8 | ||
| align="center" | | | align="center" |10f~ airborne, after landing 3f~ can cancel into followup | ||
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|- | |- | ||
Line 710: | Line 710: | ||
| align="center" |35 | | align="center" |35 | ||
| align="center" |2 | | align="center" |2 | ||
| align="center" |5+20 | | align="center" |5 + After landing 20 | ||
| align="center" |-6 | | align="center" |-6 | ||
| align="center" |-2 | | align="center" |-2 | ||
| align="center" | | | align="center" |10f~ airborne, after landing 3f~ can cancel into followup | ||
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|- | |- | ||
Line 727: | Line 727: | ||
| align="center" |-14 | | align="center" |-14 | ||
| align="center" |-10 | | align="center" |-10 | ||
| align="center" | | | align="center" |1~16f Invincible, 11f~ airborne, after landing 2~17f can cancel into followup | ||
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Line 738: | Line 738: | ||
| align="center" |12 | | align="center" |12 | ||
| align="center" |4 | | align="center" |4 | ||
| align="center" |14+21 | | align="center" |14 + After landing 21 | ||
| align="center" |-18 | | align="center" |-18 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~11f Invincible, 14f~ airborne, armor break, pursuit property | ||
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|- | |- | ||
Line 755: | Line 755: | ||
| align="center" |0 | | align="center" |0 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Hard knockdown | ||
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|- | |- | ||
Line 766: | Line 766: | ||
| align="center" |26 | | align="center" |26 | ||
| align="center" |5 | | align="center" |5 | ||
| align="center" | | | align="center" |After landing 17 | ||
| align="center" |-1 | | align="center" |-1 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |9f~ airborne, hard knockdown | ||
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|- | |- | ||
Line 777: | Line 777: | ||
| align="center" |50*50 | | align="center" |50*50 | ||
| align="center" |20/10*20 | | align="center" |20/10*20 | ||
| align="center" |su | | align="center" |su*- | ||
| align="center" |10 | | align="center" |10 | ||
| align="center" |8(6)2 | | align="center" |8(6)2 | ||
Line 783: | Line 783: | ||
| align="center" |-1 | | align="center" |-1 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |armor break, 1st hit pursuit property, projectile hitbox | ||
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|- | |- | ||
Line 791: | Line 791: | ||
| align="center" |50x3 | | align="center" |50x3 | ||
| align="center" |20/10*10*20 | | align="center" |20/10*10*20 | ||
| align="center" |su | | align="center" |su*-*- | ||
| align="center" |14 | | align="center" |14 | ||
| align="center" |10*11(5)2 | | align="center" |10*11(5)2 | ||
Line 797: | Line 797: | ||
| align="center" |-1 | | align="center" |-1 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |armor break, 1st hit pursuit property, projectile hitbox, can move forward during rotation | ||
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|- | |- | ||
Line 805: | Line 805: | ||
| align="center" |50x3 | | align="center" |50x3 | ||
| align="center" |20/10*10*20 | | align="center" |20/10*10*20 | ||
| align="center" |su | | align="center" |su*-*- | ||
| align="center" |15 | | align="center" |15 | ||
| align="center" |10*11(5)2 | | align="center" |10*11(5)2 | ||
Line 811: | Line 811: | ||
| align="center" |-1 | | align="center" |-1 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |armor break, 1st hit pursuit property, projectile hitbox, can move forward during rotation | ||
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|- | |- | ||
Line 819: | Line 819: | ||
| align="center" |0*100 | | align="center" |0*100 | ||
| align="center" |-250/0 | | align="center" |-250/0 | ||
| align="center" |su | | align="center" |su*- | ||
| align="center" |11 | | align="center" |11 | ||
| align="center" |19(3)1 | | align="center" |19(3)1 | ||
| align="center" | | | align="center" |22 | ||
| align="center" |-2 | | align="center" |-2 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1st hit vacuum effect, 2nd hit pursuit property, armor break, projectile hitbox, 13~14f cancellable, 1st hit cannot hit airborne opponents and cannot be countered | ||
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|- | |- | ||
Line 839: | Line 839: | ||
| align="center" |+2 | | align="center" |+2 | ||
| align="center" |+6 | | align="center" |+6 | ||
| align="center" | | | align="center" |1f~ airborne, pursuit property | ||
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|- | |- | ||
Line 853: | Line 853: | ||
| align="center" |0 | | align="center" |0 | ||
| align="center" |+4 | | align="center" |+4 | ||
| align="center" | | | align="center" |1f~ airborne, pursuit property | ||
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|- | |- | ||
Line 867: | Line 867: | ||
| align="center" |-1 | | align="center" |-1 | ||
| align="center" |+3 | | align="center" |+3 | ||
| align="center" | | | align="center" |1f~ airborne, pursuit property | ||
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|- | |- | ||
Line 881: | Line 881: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~10f Invincible, 1f~ airborne, pursuit property | ||
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|- | |- | ||
Line 895: | Line 895: | ||
| align="center" |-9 | | align="center" |-9 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~5f Invincible, 1st-2nd hit forces stand, 3rd hit untechable knockdown, 2nd-3rd hit armor breaks, 3rd hit triggers on a successful 2nd hit and starts in 104f, Opponent recovers 79 frames after you recover | ||
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|- | |- | ||
Line 909: | Line 909: | ||
| align="center" |-9 | | align="center" |-9 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~6f Invincible, 1st-2nd hit forces stand, 3rd hit untechable knockdown, 2nd-3rd hit armor breaks, 3rd hit triggers on a successful 2nd hit and starts in 104f, Opponent recovers 79 frames after you recover | ||
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|- | |- | ||
Line 923: | Line 923: | ||
| align="center" |-9 | | align="center" |-9 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1f Invincible, 1st-2nd hit forces stand, 3rd hit untechable knockdown, 2nd-3rd hit armor breaks, 3rd hit triggers on a successful 2nd hit and starts in 104f, Opponent recovers 79 frames after you recover | ||
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|- | |- | ||
Line 937: | Line 937: | ||
| align="center" |-13 | | align="center" |-13 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~9f Invincible, Untechable limited juggle knockdown, 9th hit armor breaks, pursuit property, 9th hit triggers 10th hit, opponent recovers 88F after you fully recover | ||
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Line 951: | Line 951: | ||
| align="center" |-74 | | align="center" |-74 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~12f Invincible, 13~98f projectile invincible, untechable limited juggle knockdown, armor break, forward hitbox locks opponent/does 0 damage/does not lock airborne opponents/cannot be countered | ||
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Revision as of 18:07, 14 November 2012


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