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====Crouching Normals==== | ====Crouching Normals==== | ||
[[Image:RufusCrouchLP.PNG|frame|left|Crouch LP is a fast poke with a good hitbox.]] | [[Image:RufusCrouchLP.PNG|frame|left|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.]] | ||
[[Image:RufusCrouchMP.PNG|frame|none|Crouch MP is a reliable anti-air but is vulnerable to crossups or high jump-ins.]] | [[Image:RufusCrouchMP.PNG|frame|none|Crouch MP is a reliable anti-air but is vulnerable to crossups or high jump-ins.]] | ||
[[Image:RufusCrouchLK.PNG|frame|left|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.]] | [[Image:RufusCrouchLK.PNG|frame|left|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.]] | ||
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[[Image:RufusFarHK.PNG|frame|none|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.]] | [[Image:RufusFarHK.PNG|frame|none|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==== | |||
[[Image:RufusCloseLP.png|frame|left|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.]] | |||
[[Image:RufusCloseMP.PNG|frame|none|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.]] | |||
[[Image:RufusCloseHPHitbox1.PNG|frame|left|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.]] | |||
[[Image:RufusCloseHPHitbox2.png|frame|none|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.]] | |||
[[Image:RufusCloseLK.png|frame|left|Close LK is a fast, close poke with great frame advantage, used in frame trapping, tick throws, and bread and butter combos.]] | |||
[[Image:RufusCloseMKHitbox1.PNG|frame|none|Close MK is a rarely used move, as it is essentially a sub-optimal version of other normals, such as Close MP.]] | |||
[[Image:RufusCloseMKHitbox2.PNG|frame|left|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.]] | |||
[[Image:RufusCloseHK.png|frame|none|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.]] | |||
Revision as of 02:43, 8 October 2010
Introduction
Move Analysis
Normal Moves
Crouching Normals
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!
Far Normals
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
Normal Throws
Command Normals
Focus / Saving Attack
Special Moves
Super Move
Ultra Move
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 LP | HL | 30 | 50 | 20 | ch/sp/su | 4 | 2 | 7 | +2 | +5 | |
Close MP | HL | 80 | 100 | 40 | sp/su | 5 | 2 | 10 | +2 | +5 | |
Close HP | HL | 100 | 200 | 60 | sp/su | 6 | 2 | 23 | -7 | -2 | Forces stand |
Close LK | HL | 30 | 50 | 20 | - | 4 | 2 | 6 | +3 | +6 | |
Close MK | HL | 30*50 | 50*50 | 40*20 | sp/su | 7 | 2(4)3 | 11 | 0 | +3 | 1st hit cancellable |
Close HK | HL | 110 | 200 | 60 | su | 8 | 2 | 21 | -5 | 0 | Forces stand |
Far LP | HL | 20 | 50 | 20 | ch/sp/su | 5 | 2 | 5 | +4 | +7 | |
Far MP | HL | 90 | 100 | 40 | - | 7 | 2 | 12 | 0 | +3 | |
Far HP | HL | 120 | 200 | 60 | - | 9 | 3 | 16 | -1 | +3 | |
Far LK | HL | 40 | 50 | 20 | - | 6 | 2 | 7 | +2 | +5 | |
Far MK | HL | 70 | 100 | 40 | - | 10 | 1 | 17 | -4 | -1 | |
Far HK | HL | 90 | 150 | 60 | - | 17 | 2 | 14 | +2 | - | |
crouch LP | HL | 30 | 50 | 20 | ch/sp/su | 4 | 2 | 8 | +1 | +4 | |
crouch MP | HL | 80 | 100 | 40 | sp/su | 7 | 3 | 10 | +1 | +4 | |
crouch HP | HL | 100 | 200 | 60 | - | 14 | 2 | 30 | -14 | -10 | |
crouch LK | L | 20 | 50 | 20 | ch/sp/su | 4 | 2 | 9 | 0 | +3 | |
crouch MK | L | 70 | 100 | 40 | sp/su | 6 | 1 | 16 | -3 | 0 | |
crouch HK | L | 110 | 200 | 60 | - | 12 | 2 | 22 | -6 | - | cannot fast recover |
Jump up LP | H | 50 | 50 | 20 | - | 5 | 7 | - | - | - | |
Jump up MP | H | 80 | 100 | 40 | - | 6 | 5 | - | - | - | |
Jump up HP | H | 100 | 200 | 60 | - | 5 | 7 | - | - | - | |
Jump up LK | H | 50 | 50 | 20 | - | 5 | 6 | - | - | - | |
Jump up MK | H | 90 | 100 | 40 | - | 4 | 6 | - | - | - | |
Jump up HK | H | 110 | 200 | 60 | - | 6 | 4 | - | - | - | |
Jump forward LP | H | 50 | 50 | 20 | - | 6 | 6 | - | - | - | |
Jump forward MP | H | 80 | 100 | 40 | - | 6 | 9 | - | - | - | |
Jump forward HP | H | 100 | 200 | 60 | - | 7 | 5 | - | - | - | |
Jump forward LK | H | 50 | 50 | 20 | - | 6 | 7 | - | - | - | |
Jump forward MK | H | 80 | 100 | 40 | - | 7 | 5 | - | - | - | |
Jump forward HK | H | 50*40 | 50*100 | 60*20 | - | 7 | 3(4)3 | - | - | - | |
F+MK | L | 60 | 50 | 40 | - | 21 | 2 | 16 | -4 | -1 | |
DF+MK | HL | 50 | 50 | 40 | - | 21 | 2 | 12 | 0 | +3 | |
F+HP | HL | 100 | 150 | 60 | - | 19 | 5 | 18 | -5 | - | |
DF+MK(air) | HL | 70 | 100 | 40 | - | 11 | Until ground | - | +7 | - | Pursuit property |
Target Combo 1 | HL | 70 | 100 | 30 | - | 8 | 2 | 21 | -5 | - | |
Focus Attack LVL 1 | HL | 80 | 100 | 20 | - | 21 | 2 | 35 | -21 | -21 | |
Focus attack LVL 2 | HL | 100 | 150 | 40 | - | 17+12 | 2 | 35 | -15 | - | |
Focus attack LVL 3 | - | 160 | 200 | 60 | - | 58 | 2 | 35 | - | - | |
Forward Throw | 0.9 | 150 | 120 | 40 | - | 3 | 2 | 20 | - | - | |
Back throw | 0.9 | 130 | 160 | 40 | - | 3 | 2 | 20 | - | - | |
Messiah Kick LK | HL | 80 | 100 | 20/30 | - | 24 | 2 | 8+20 | -9 | -5 | |
Messiah Kick MK | HL | 80 | 100 | 20/30 | - | 26 | 2 | 11+20 | -12 | -8 | |
Messiah Kick HK | HL | 80 | 100 | 20/30 | - | 35 | 2 | 5+20 | -6 | -2 | |
Messiah Kick EX | HL | 20x5 | 10x4*50 | -250/0 | - | 11 | 3(1)2(1)2(1)2(8)2 | 6+27 | -14 | -10 | 1~16f invincible |
Messiah Kick LK followup | HL | 60 | 100 | 20/30 | su | 12 | 4 | 14+21 | -18 | - | 1~11f invincible, Pursuit property |
Messiah Kick MK followup | L | 80 | 100 | 20/30 | - | 19 | 2 | 19 | 0 | - | Low attack, cannot fast recover |
Messiah Kick HK followup | H | 90 | 150 | 20/30 | - | 26 | 5 | 17 | -1 | - | Mid attack, cannot fast recover |
Tornado Galaxy LP | HL | 40*50 | 50*50 | 20/10*20 | su | 10 | 8(6)2 | 20 | -1 | - | 1st hit pursuit property, Armor break, 1st hit cancellable |
Tornado Galaxy MP | HL | 50*20*40 | 50x3 | 20/10*10*20 | su | 14 | 10*11(5)2 | 20 | -1 | - | 1st hit pursuit property, Armor break, 1st hit cancellable |
Tornado Galaxy HP | HL | 50*20*50 | 50x3 | 20/10*10*20 | su | 15 | 10*11(5)2 | 20 | -1 | - | 1st hit pursuit property, Armor break, 1st hit cancellable |
Tornado Galaxy EX | HL | 0*130 | 0*100 | -250/0 | su | 11 | 19(3)1 | 22 | -2 | - | (translate), 2nd hit pursuit property, armor break |
Jatotsu Nature LP | HL | 40x5 | 40 | 20/16 | - | 8 | 1x5 | 1+17 | +2 | +6 | Pursuit property |
Jatotsu Nature MP | HL | 40x7 | 40 | 20/16 | - | 7 | 1*1*2*1x3*2 | 2+17 | 0 | +2 | Pursuit property |
Jatotsu Nature HP | HL | 40x7 | 40 | 20/16 | - | 6 | 1x3*2*1x3 | 4+17 | -1 | +1 | Pursuit property |
Jatotsu Nature EX | HL | 30*7 | 30 | -250/0 | - | 7 | 1*2*1*2*1x3 | 15+17 | - | - | 1~10f invincible, Pursuit property |
Super Combo LP | HL | 100*80*150 | 0 | -1000/0 | - | 1+6 | 1(14)1 | 29 | -9 | - | 1~6f invincible, Pursuit property, 2nd hit armor break |
Super Combo MP | HL | 100*80*150 | 0 | -1000/0 | - | 1+13 | 2(14)1 | 29 | -9 | - | |
Super Combo HP | HL | 100*80*150 | 0 | -1000/0 | - | 1+15 | 3(14)1 | 29 | -9 | - | 1~2f invincible, Pursuit property, 2nd hit armor break |
Ultra Combo 1 | HL | 30*30*38x7*134 | 0 | 0/0 | - | 1+8 | 3(6)3(10)3(22)3(17)2(6)3(9)3(2)3(14)2 | 32 | -13 | - | 1~9f invincible, Pursuit property, 9th hit armor breaks |
Ultra Combo 2 | HL | 47*403 | 0 | 0/0 | - | 1+10 | 88 | 87 | -74 | - | 1~13f invincible |
Block | Super Meter | Frames | |||||||||
Move Name | HL | Damage | Stun | Gain | Cancel Ability | Startup | Active | Recovery | On Guard | On Hit | Notes |
The characters | Abel • Adon • Akuma • Balrog • Blanka • C. Viper • Cammy • Chun-Li • Cody • Dan • Dee Jay • Dhalsim • Dudley • E. Honda • El Fuerte • Fei Long • Gen • Gouken • Guile • Guy • Hakan • Ibuki • Juri • Ken • M. Bison • Makoto • Rose • Rufus • Ryu • Sagat • Sakura • Seth • T.Hawk • Vega • Zangief |
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