Rufus (SSFIV): Difference between revisions

From SuperCombo Wiki
No edit summary
No edit summary
Line 5: Line 5:
====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.]]
Line 33: Line 33:


[[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 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.
Crouch MP is a reliable anti-air but is vulnerable to crossups or high jump-ins.
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.
Crouch MK is a medium-speed low poke that is frame neutral on block and has the same basic range as Crouch LP. It moves Rufus' hitbox back as it starts up so it can be useful against Focus Attacks. Combo into HP or EX Galactic Tornado to strongly punish a standing opponent.
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!
Crouch HK is a slow but long range sweep; it moves Rufus' hitbox forward significantly, so be wary of counter hits.



Far Normals

Far LP is a fast poke which gives great frame advantage on block (+4). With good reactions and spacing, you can hitconfirm and combo into Far MP afterwards for an additional 90 damage and +3 frame advantage on hit. An altogether great normal.
Far MP is a medium-speed poke which controls horizontal space well with a moderately good hitbox.



Far HP is a great anti-air which does good damage but controls a limited jump arc which it shares with Jump Forward HK and EX Snake Strike.
The second frame of Far HP extends the powerful anti-air hitbox even further.


Far LK is a medium-speed poke which has a fantastic hitbox for shutting down an opponent's low pokes, especially Shoto Crouch MK.
Far MK is Rufus' longest range standing poke; it has the same range as Crouch HK, but is slightly faster, has a somewhat better hitbox, does less damage, and doesn't knock down.


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

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.
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.
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.
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.
Close LK is a fast, close poke with great frame advantage, used in frame trapping, tick throws, and bread and butter combos.
Close MK is a rarely used move, as it is essentially a sub-optimal version of other normals, such as Close MP.
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.
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.


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