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| {{SSFIVMoveListHeader}} | | {{SSFIVMoveListHeader}} |
| {{SSFIVMoveListRow | Vulture Kick | f + mk | high }} | | {{SSFIVMoveListRow | Vulture Kick | {{f}} + {{mk}} | {{high}} }} |
| {{SSFIVMoveListRow | Glory Kick | df + mk | low }} | | {{SSFIVMoveListRow | Glory Kick | {{df}} + {{mk}} | {{low}} }} |
| {{SSFIVMoveListRow | Fragrance Palm | f + hp | }} | | {{SSFIVMoveListRow | Fragrance Palm | {{f}} + {{hp}} | }} |
| {{SSFIVMoveListRow | Falcon Kick | (in air) df + mk | }} | | {{SSFIVMoveListRow | Falcon Kick | (in air) {{df}} + {{mk}} | }} |
| {{SSFIVMoveListRow | Target Combo | (near opponent) lk --- hk | }} | | {{SSFIVMoveListRow | Target Combo | (near opponent) {{lk}} {{---}} {{hk}} | }} |
| {{MoveListFooter}} | | {{MoveListFooter}} |
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| {{SSFIVMoveListHeader}} | | {{SSFIVMoveListHeader}} |
| {{SSFIVMoveListRow | Head Bazooka | f or n + lp + lk | throw }} | | {{SSFIVMoveListRow | Head Bazooka | {{f}} or {{n}} + {{lp}} + {{lk}} | {{throw}} }} |
| {{SSFIVMoveListRow | Hand Machinegun | b + lp + lk | throw }} | | {{SSFIVMoveListRow | Hand Machinegun | {{b}} + {{lp}} + {{lk}} | {{throw}} }} |
| {{MoveListFooter}} | | {{MoveListFooter}} |
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| {{SSFIVMoveListHeader}} | | {{SSFIVMoveListHeader}} |
| {{SSFIVMoveListRow | Messiah Kick | qcf + k | }} | | {{SSFIVMoveListRow | Messiah Kick | {{qcf}} + {{k}} | }} |
| {{SSFIVMoveListRow | High Attack | lk | Perform after Messiah Kick; armorbreak }} | | {{SSFIVMoveListRow | High Attack | {{lk}} | Perform after Messiah Kick; {{armorbreak}} }} |
| {{SSFIVMoveListRow | Low Attack | mk | Perform after Messiah Kick; low }} | | {{SSFIVMoveListRow | Low Attack | {{mk}} | Perform after Messiah Kick; {{low}} }} |
| {{SSFIVMoveListRow | Mid Attack | hk | Perform after Messiah Kick; high }} | | {{SSFIVMoveListRow | Mid Attack | {{hk}} | Perform after Messiah Kick; {{high}} }} |
| {{SSFIVMoveListRow | Galactic Tornado | qcf + p | Only for mp and hp versions, f or b controls distance; ex armorbreak }} | | {{SSFIVMoveListRow | Galactic Tornado | {{qcf}} + {{p}} | Only for {{mp}} and {{hp}} versions, {{f}} or {{b}} controls distance; {{ex}} {{armorbreak}} }} |
| {{SSFIVMoveListRow | Snake Strike | dp + p | ex }} | | {{SSFIVMoveListRow | Snake Strike | {{dp}} + {{p}} | {{ex}} }} |
| {{MoveListFooter}} | | {{MoveListFooter}} |
|
| |
|
| ==== Super Combo ==== | | ==== Super Combo ==== |
| {{SSFIVMoveListHeader}} | | {{SSFIVMoveListHeader}} |
| {{SSFIVMoveListRow | Spectacle Romance | qcf qcf + p | armorbreak }} | | {{SSFIVMoveListRow | Spectacle Romance | {{qcf}} qcf + {{p}} | {{armorbreak}} }} |
| {{MoveListFooter}} | | {{MoveListFooter}} |
|
| |
|
| ==== Ultra Combos ==== | | ==== Ultra Combos ==== |
| {{SSFIVMoveListHeader}} | | {{SSFIVMoveListHeader}} |
| {{SSFIVMoveListRow | Space Opera Symphony | qcf qcf + 3p | armorbreak }} | | {{SSFIVMoveListRow | Space Opera Symphony | {{qcf}} qcf + {{3p}} | {{armorbreak}} }} |
| {{SSFIVMoveListRow | Big Bang Typhoon | qcb qcb + 3p | armorbreak }} | | {{SSFIVMoveListRow | Big Bang Typhoon | {{qcb}} qcb + {{3p}} | {{armorbreak}} }} |
| {{MoveListFooter}} | | {{MoveListFooter}} |
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| ==The Basics== | | ==The Basics== |
|
| |
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| ==Combos== | | ==Combos== |
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| |} | | |} |
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| =====Notes:===== | | =====Notes===== |
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| [[Category: Super Street Fighter IV AE]] | | [[Category:Super Street Fighter IV AE]] |
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
Justin Wong, Ricky Ortiz, Brentt, Andreas
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
Spectacle Romance

qcf +
Ultra Combos
Space Opera Symphony

qcf +
Big Bang Typhoon

qcb +
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.
The Basics
Combos
Strategy
Matchups
Frame Data
|
Block
|
|
|
Super Meter
|
|
|
|
|
Frames
|
|
|
Move Name
|
HL
|
Damage
|
Stun
|
Gain
|
Cancel Ability
|
Startup
|
Active
|
Recovery
|
On Guard
|
On Hit
|
Notes
|
Close
|
HL
|
30
|
50
|
20
|
ch/sp/su
|
4
|
2
|
7
|
+2
|
+5
|
|
|
Close
|
HL
|
80
|
100
|
40
|
sp/su
|
5
|
2
|
10
|
+2
|
+5
|
|
|
Close
|
HL
|
100
|
200
|
60
|
sp/su
|
6
|
2
|
23
|
-7
|
-2
|
Forces stand
|
|
Close
|
HL
|
30
|
50
|
20
|
-
|
4
|
2
|
6
|
+3
|
+6
|
|
|
Close
|
HL
|
30*50
|
50*50
|
40*20
|
sp/su*-
|
7
|
2(4)3
|
11
|
0
|
+3
|
|
|
Close
|
HL
|
110
|
200
|
60
|
su
|
8
|
2
|
21
|
-5
|
0
|
Forces stand
|
|
Far
|
HL
|
20
|
50
|
20
|
ch/sp/su
|
5
|
2
|
5
|
+4
|
+7
|
|
|
Far
|
HL
|
90
|
100
|
40
|
-
|
7
|
2
|
12
|
0
|
+3
|
|
|
Far
|
HL
|
120
|
200
|
60
|
-
|
9
|
3
|
16
|
0
|
+4
|
Frame advantage based on 2nd active frame
|
|
Far
|
HL
|
40
|
50
|
20
|
-
|
6
|
2
|
7
|
+2
|
+5
|
|
|
Far
|
HL
|
70
|
100
|
40
|
-
|
10
|
1
|
17
|
-4
|
-1
|
|
|
Far
|
HL
|
90
|
150
|
60
|
-
|
17
|
2
|
14
|
+2
|
-
|
1~13f lower body strike and projectile invincible, floats opponent
|
|
crouch
|
HL
|
30
|
50
|
20
|
ch/sp/su
|
4
|
2
|
8
|
+1
|
+4
|
|
|
crouch
|
HL
|
80
|
100
|
40
|
sp/su
|
7
|
3
|
10
|
+1
|
+4
|
|
|
crouch
|
HL
|
100
|
200
|
60
|
-
|
14
|
2
|
30
|
-14
|
-10
|
|
|
crouch
|
L
|
20
|
50
|
20
|
ch/sp/su
|
4
|
2
|
9
|
0
|
+3
|
|
|
crouch
|
L
|
70
|
100
|
40
|
sp/su
|
6
|
1
|
16
|
-3
|
0
|
|
|
crouch
|
L
|
110
|
200
|
60
|
-
|
12
|
2
|
22
|
-6
|
-
|
Hard knockdown
|
|
Jump up
|
H
|
50
|
50
|
20
|
-
|
5
|
7
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
80
|
100
|
40
|
-
|
6
|
5
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
100
|
200
|
60
|
-
|
5
|
7
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
50
|
50
|
20
|
-
|
5
|
6
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
90
|
100
|
40
|
-
|
4
|
6
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
110
|
200
|
60
|
-
|
6
|
4
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
50
|
50
|
20
|
-
|
6
|
6
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
80
|
100
|
40
|
-
|
6
|
9
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
100
|
200
|
60
|
-
|
7
|
5
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
50
|
50
|
20
|
-
|
6
|
7
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
80
|
100
|
40
|
-
|
7
|
5
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
50*40
|
50*100
|
60*20
|
-
|
7
|
3(4)3
|
-
|
-
|
-
|
[1st air hit] floats opponent, [2nd air hit] limited juggle knockdown & pursuit property
|
|
+
|
L
|
60
|
50
|
40
|
-
|
21
|
2
|
16
|
-4
|
-1
|
7~20f lower body strike and projectile invincible, 7~23f airborne
|
|
+
|
H
|
50
|
50
|
40
|
-
|
21
|
2
|
12
|
0
|
+3
|
|
|
+
|
HL
|
100
|
150
|
60
|
-
|
19
|
5
|
18
|
-5
|
-
|
|
|
+ (air)
|
HL
|
70
|
100
|
40
|
-
|
11
|
Until ground
|
-
|
+7
|
-
|
pursuit property, guard advantage based on earliest jump
|
|
Target Combo 1
|
HL
|
70
|
100
|
30
|
-
|
8
|
2
|
21
|
-5
|
-
|
|
|
Focus Attack LVL 1
|
HL
|
80
|
100
|
20
|
-
|
10+11
|
2
|
35
|
-21
|
-21
|
|
|
Focus Attack LVL 2
|
HL
|
100
|
150
|
40
|
-
|
18+11
|
2
|
35
|
-15
|
-
|
|
|
Focus Attack LVL 3
|
-
|
160
|
200
|
60
|
-
|
58
|
2
|
35
|
-
|
-
|
|
|
Forward Throw
|
0.90
|
150
|
120
|
40
|
-
|
3
|
2
|
20
|
-
|
-
|
Hard knockdown, Opponent recovers 74F after you recover
|
|
Back Throw
|
0.90
|
130
|
160
|
40
|
-
|
3
|
2
|
20
|
-
|
-
|
Hard knockdown, Opponent recovers 36F after you recover
|
|
Messiah Kick
|
HL
|
80
|
100
|
20/30
|
-
|
24
|
2
|
8 + After landing 20
|
-9
|
-5
|
10f~ airborne, after landing 3f~ can cancel into followup
|
|
Messiah Kick
|
HL
|
80
|
100
|
20/30
|
-
|
26
|
2
|
11 + After landing 20
|
-12
|
-8
|
10f~ airborne, after landing 3f~ can cancel into followup
|
|
Messiah Kick
|
HL
|
80
|
100
|
20/30
|
-
|
35
|
2
|
5 + After landing 20
|
-6
|
-2
|
10f~ airborne, after landing 3f~ can cancel into followup
|
|
Messiah Kick
|
HL
|
15x4*20
|
10x4*50
|
-250/0
|
-
|
11
|
3(1)2(1)2(1)2(8)2
|
6+27
|
-14
|
-10
|
1~16f Invincible, 11f~ airborne, after landing 2~17f can cancel into followup
|
|
Messiah Kick followup
|
HL
|
60
|
100
|
20/30
|
su
|
12
|
4
|
14 + After landing 21
|
-18
|
-
|
1~11f Invincible, 14f~ airborne, armor break, pursuit property
|
|
Messiah Kick followup
|
L
|
80
|
100
|
20/30
|
-
|
19
|
2
|
19
|
0
|
-
|
Hard knockdown
|
|
Messiah Kick followup
|
H
|
90
|
150
|
20/30
|
-
|
26
|
5
|
After landing 17
|
-1
|
-
|
9f~ airborne, hard knockdown
|
|
Tornado Galaxy
|
HL
|
40*50
|
50*50
|
20/10*20
|
su*-
|
10
|
8(6)2
|
20
|
-1
|
-
|
armor break, 1st hit pursuit property, projectile hitbox
|
|
Tornado Galaxy
|
HL
|
50*20*40
|
50x3
|
20/10*10*20
|
su*-*-
|
14
|
10*11(5)2
|
20
|
-1
|
-
|
armor break, 1st hit pursuit property, projectile hitbox, can move forward during rotation
|
|
Tornado Galaxy
|
HL
|
50*20*50
|
50x3
|
20/10*10*20
|
su*-*-
|
15
|
10*11(5)2
|
20
|
-1
|
-
|
armor break, 1st hit pursuit property, projectile hitbox, can move forward during rotation
|
|
Tornado Galaxy
|
HL
|
0*130
|
0*100
|
-250/0
|
su*-
|
11
|
19(3)1
|
22
|
-2
|
-
|
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
|
|
Snake Strike
|
HL
|
40x5
|
40x5
|
20/16x7
|
-
|
8
|
1(3)1(3)1(4)1(3)1
|
1+17
|
+2
|
+6
|
1f~ airborne, pursuit property
|
|
Snake Strike
|
HL
|
40x7
|
40x7
|
20/16x7
|
-
|
7
|
1(3)1(2)2(3)1(3)1(3)1(3)2
|
2+17
|
0
|
+4
|
1f~ airborne, pursuit property
|
|
Snake Strike
|
HL
|
40x7
|
40x7
|
20/16x7
|
-
|
6
|
1(3)1(2)1(3)2(2)1(3)1(3)1
|
4+17
|
-1
|
+3
|
1f~ airborne, pursuit property
|
|
Snake Strike
|
HL
|
30x7
|
30x7
|
-250/0
|
-
|
7
|
1(1)2(1)1(2)2(1)1(2)1(2)1
|
15+17
|
-
|
-
|
1~10f Invincible, 1f~ airborne, pursuit property
|
|
Super Combo
|
HL
|
100*80*150
|
0
|
-1000/0
|
-
|
1+6
|
1(14)1
|
29
|
-9
|
-
|
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
|
|
Super Combo
|
HL
|
100*80*150
|
0
|
-1000/0
|
-
|
1+13
|
2(14)1
|
29
|
-9
|
-
|
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
|
|
Super Combo
|
HL
|
100*80*150
|
0
|
-1000/0
|
-
|
1+15
|
3(14)1
|
29
|
-9
|
-
|
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
|
|
Ultra Combo 1
|
HL
|
30*30*38x7*134
|
0
|
0/0
|
-
|
0+9
|
3(6)3(10)3(22)3(17)2(6)3(9)3(2)3(14)2
|
32
|
-13
|
-
|
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
|
|
Ultra Combo 2
|
HL
|
47*373
|
0
|
0/0
|
-
|
0+11
|
88
|
87
|
-74
|
-
|
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
|
|
|
Block
|
|
|
Super Meter
|
|
|
|
|
Frames
|
|
|
Move Name
|
HL
|
Damage
|
Stun
|
Gain
|
Cancel Ability
|
Startup
|
Active
|
Recovery
|
On Guard
|
On Hit
|
Notes
|
Notes