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== Move Analysis == | == Move Analysis == | ||
=== Normal Moves === | === Normal Moves === | ||
==== Crouching Normals ==== | |||
[[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.]]<br> | |||
[[Image:RufusCrouchMP.PNG|frame|none|Crouch MP is a reliable anti-air but is vulnerable to crossups or high jump-ins.]]<br> | |||
[[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.]]<br> | |||
[[Image:RufusCrouchMK.PNG|frame|none|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.]]<br> | |||
[[Image:RufusCrouchHP.PNG|frame|left|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!]]<br> | |||
[[Image:RufusCrouchHK.PNG|frame|none|Crouch HK is a slow but long range sweep; it moves Rufus' hitbox forward significantly, so be wary of counter hits.]]<br> | |||
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==== Far Normals ==== | |||
[[Image:RufusFarLP.PNG|frame|left|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.]]<br> | |||
[[Image:RufusFarMP.PNG|frame|none|Far MP is a medium-speed poke which controls horizontal space well with a moderately good hitbox.]]<br> | |||
[[Image:RufusFarHPHitbox1.PNG|frame|left|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.]]<br> | |||
[[Image:RufusFarHPHitbox2.PNG|frame|none|The second frame of Far HP extends the powerful anti-air hitbox even further.]]<br> | |||
[[Image:RufusFarLK.PNG|frame|left|Far LK is a medium-speed poke which has a fantastic hitbox for shutting down an opponent's low pokes, especially Shoto Crouch MK.]]<br> | |||
[[Image:RufusFarMK.PNG|frame|center|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.]]<br> | |||
[[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.]]<br> | |||
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==== 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.]]<br> | |||
[[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.]]<br> | |||
[[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.]]<br> | |||
[[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.]]<br> | |||
[[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.]]<br> | |||
[[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.]]<br> | |||
[[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.]]<br> | |||
[[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.]]<br> | |||
Revision as of 16:22, 8 March 2011

Rufus
Background Info Here.
In a nutshell
General Usage of Character here.
Moves
Unique Attacks
Name
Command
Notes
Vulture Kick
f + mk
high
Glory Kick
df + mk
low
Fragrance Palm
f + hp
Falcon Kick
(in air) df + mk
Target Combo
(near opponent) LK -> HK
Throws
Name
Command
Notes
Head Bazooka
f or n + lp + lk
throw
Hand Machinegun
b + lp + lk
throw
Special Moves
Name
Command
Notes
Messiah Kick
qcf + k
High Attack
lk
Perform after Messiah Kick; armorbreak
Low Attack
mk
Perform after Messiah Kick; low
Mid Attack
hk
Perform after Messiah Kick; high
Galactic Tornado
qcf + p
Only for MP and HP versions, f or b controls distance; ex armorbreak
Snake Strike
dp + p
ex
Super Combo
Name
Command
Notes
Spectacle Romance
qcf qcf + p
armorbreak
Ultra Combos
Name
Command
Notes
Space Opera Symphony
qcf qcf + 3p
armorbreak
Big Bang Typhoon
qcb qcb + 3p
armorbreak
Frame Data
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
Unique Attacks
N/A
Normal Throws
N/A
Focus Attack
N/A
Special Moves
N/A
Super Combos
N/A
Ultra Combos
N/A
The Basics
N/A
Advanced Strategy
N/A
Combos
Bread and Butters
- N/A
Hit Confirm Combos
- N/A
Dizzy / Focus Crumple Combos
- N/A
FADC Combos
- N/A
Advanced Combos
- N/A
Combos Into Supers
- N/A
Combos Into Ultras
- N/A
Matchups
- Vs. Abel
To Be Written (TBW)
- Vs. Adon
TBW
- Vs. Akuma
TBW
- Vs. Balrog
TBW
- Vs. Blanka
TBW
- Vs. C. Viper
TBW
- Vs. Cammy
TBW
- Vs. Chun Li
TBW
- Vs. Cody
TBW
- Vs. Dan
TBW
- Vs. Dee Jay
TBW
- Vs. Dhalsim
TBW
- Vs. Dudley
TBW
- Vs. E. Honda
TBW
- Vs. El Fuerte
TBW
- Vs. Fei Long
TBW
- Vs. Gen
TBW
- Vs. Gouken
TBW
- Vs. Guile
TBW
- Vs. Guy
TBW
- Vs. Hakan
TBW
- Vs. Ibuki
TBW
- Vs. Juri
TBW
- Vs. Ken
TBW
- Vs. M. Bison
TBW
- Vs. Makoto
TBW
- Vs. Rose
TBW
- Vs. Rufus
TBW
- Vs. Ryu
TBW
- Vs. Sagat
TBW
- Vs. Sakura
TBW
- Vs. Seth
TBW
- Vs. T. Hawk
TBW
- Vs. Vega
TBW
- Vs. Zangief
TBW