Ultra Street Fighter IV/Rufus/Omega

From SuperCombo Wiki
Ultra Street Fighter IV/OmegaOmegaSF4 Header.png

Rufus

SSFIV-Rufus Face.jpg


In a nutshell


(Intro paragraph to describe overall gameplay)


Click for USF4 version


Notable Changes from USF4 to Omega

  • Throw: slightly shorter range
  • Movement Changes:
    • Forward Dash: 4f faster (20f > 16f), slightly shorter distance
  • Normal Move Changes:
  • Command Normal Changes:
  • Special Move Changes:
  • Super/Ultra Changes:

Character Specific Data

Rufus

VITALS
Health: 1050 Stun: 950
WALKING
Forward Walk Speed: 0.045 Back Walk Speed: 0.030
JUMPING
Jump Total Frames: 4+39+4 Jump Distance: 2.28 Forward/Back
DASHING
Forward Dash Frames: 16 Forward Dash Distance: 1.09
Back Dash Frames: 27 Back Dash Distance: 0.94
FA + Forward Dash Frames: 18 FA + Back Dash Frames: 21
Back Dash Invincibility: 1-8 FA + Back Dash Invincibility: 0
Back Dash Airborne: 9-25 FA + Back Dash Airborne: 6-19
FOCUS ATTACK DATA
Lv1 FA + Forward Dash (Block): -3 Lv1 FA + Back Dash (Block): -6
Lv2 FA + Forward Dash (Block): +3 Lv2 FA + Back Dash (Block): 0

Frame Data

Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP (Close) cl. Lp.png 4 2 7 B H 30 50 M Ch Sp Su -
5MP (Close) cl. Mp.png 5 2 10 B H 75 100 M Sp Su -
5HP (Close) cl. Hp.png 5 3 22 B H 90 200 M Sp Su Forces stand
5LK (Close) cl. Lk.png 4 2 6 B H 30 50 M - -
5MK (Close) cl. Mk.png 7 2(4)3 11 B H 30*50 50x2 M Sp Su / - 2 hits, only 1st is cancellable
5HK (Close) cl. Hk.png 8 2 21 B H 110 200 M Su -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP (Far) far. Lp.png 5 2 5 B H 20 50 M Ch Sp Su -
5MP (Far) far. Mp.png 7 2 12 B H 90 100 M Sp Su -
5HP (Far) far. Hp.png 9 3 16 B H 120 200 M - -
5LK (Far) far. Lk.png 6 2 7 B H 40 50 M Sp Su -
5MK (Far) far. Mk.png 10 1 17 B H 70 100 M - -
5HK (Far) far. Hk.png 14 1(1)3 14 B KD 40*60 50*100 M - 2 hits; goes over lows, launches; KD Adv: +x
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
2LP Down.gifLp.png 4 2 8 B H 30 50 M Ch Sp Su -
2MP Down.gifMp.png 7 3 10 B H 80 100 M Sp Su Anti-Air
2HP Down.gifHp.png 14 2 30 B H 100 200 M - -
2LK Down.gifLk.png 4 2 9 B H 20 50 L Ch Sp Su -
2MK Down.gifMk.png 6 1 16 B H 70 100 L Sp Su -
2HK Down.gifHk.png 12 2 22 B KD 120 200 L - KD Adv: +x
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Vulture Kick
(Overhead)
Right.gifMk.png 20 2 16 B H 60 50 H - -
Glory Kick
(Roll)
Downright.gifMk.png 21 2 12 B H 50 50 L - -
Target Combo 1 cl.Lk.png > Hk.png - - - B KD 30*70 50*100 M - Puts opponent into limited juggle state
Fragrance Palm Right.gifHp.png 10 5 19 B KD 80 100 M TC -
+ TC2 Partial + Left.gifRight.gifHp.png
+ 46HP
- - - B KD *60 *50 M TC -
+ TC2 Full + Qcf.pngHp.png
+ 236HP
- - - B KD *100 *100 M Su Dmg/Stun does not factor in scaling
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
j.LP (angled) Upright.gifLp.png 6 6 - - - 50 50 H - -
j.MP (angled) Upright.gifMp.png 6 9 - - - 80 100 H - -
j.HP (angled) Upright.gifHp.png 7 5 - - - 100 200 H - -
j.LK (angled) Upright.gifLk.png 6 7 - - - 50 50 H - -
j.MK (angled) Upright.gifMk.png 7 5 - - - 80 100 H - -
j.HK (angled) Upright.gifHk.png 7 3(4)3 - - - 50*40 50*100 H - Puts airborne opponent into limited juggle state
j.LP (neutral) Up.gifLp.png 5 7 - - - 50 50 H - -
j.MP (neutral) Up.gifMp.png 6 5 - - - 80 100 H - -
j.HP (neutral) Up.gifHp.png 5 7 - - - 100 200 H - -
j.LK (neutral) Up.gifLk.png 5 6 - - - 50 50 H - -
j.MK (neutral) Up.gifMk.png 4 6 - - - 90 100 H - -
j.HK (neutral) Up.gifHk.png 6 4 - - - 110 200 H - -
Falcon Kick
(Divekick)
Air Down.gifMk.png 11 until land 4 land -4(3) 2(9) 70 100 M - Advantage varies based on height when it connects
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Focus Attack Lv. 1 Mp.pngMk.png 10+11 2 35 -21 KD 100 150 M Dash KD Adv: +8; +26 after Forward Dash, +23 after Back Dash
Focus Attack Lv. 2 Mp.pngMk.png 18+11 2 35 -15 crumple 100 150 M Dash -
Focus Attack Lv. 3 Mp.pngMk.png 58 2 35 crumple crumple 160 200 - Dash Unblockable
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Head Bazooka
(Forward Throw)
Lp.pngLk.png 3 2 24 - KD 180 200 T - KD Adv: +6
Hand Machinegun
(Back Throw)
Left.gif+Lp.pngLk.png 3 2 24 - KD 180 200 T - KD Adv: +7
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LP Galactic Tornado Qcf.pngLp.png
236+LP
9 8(6)2 20 B KD 40*50 50x2 M Su Projectile hitbox; can juggle afterward in the corner
MP Galactic Tornado Qcf.pngMp.png
236+MP
12 20(5)2 20 B KD 50*20*40 50x3 M Su Projectile hitbox; can juggle afterward in the corner
HP Galactic Tornado Qcf.pngHp.png
236+HP
15 21(5)2 20 B KD 50*20*50 50x3 M Su Projectile hitbox; can juggle afterward in the corner
Ex.png Galactic Tornado Qcf.png2p.png
236+PP
11 17(5)1 22 B KD 0*130 0*100 M FA Long range suction effect (no dmg/stun); projectile hitbox; can FA cancel the suction or the hit; can juggle afterward in the corner
LP Snake Strike
(Ground)
Dp.pngLp.png
623+LP
15 2(3)2(5)
2(4)2
13 B H 20x3*40 20x3*40 M Su 8 total active frames (20 including gaps); DP shortcut works
MP Snake Strike
(Ground)
Dp.pngMp.png
623+MP
17 2(3)2(5)
2(4)2
16 B H 20x3*60 20x3*40 M Su 8 total active frames (19 including gaps); DP shortcut works
HP Snake Strike
(Ground)
Dp.pngHp.png
623+HP
21 2(3)2(5)
2(4)2
18 B H 20x5*40 20x5*40 M Su 12 total active frames (29 including gaps); DP shortcut works
Ex.png Snake Strike
(Ground)
Dp.png2p.png
623+PP
11 2(3)2(5)
2(4)2
14 B KD 10x5*30*100 10x5*50*100 M FA 7 total active frames (22 including gaps); can FA cancel any of the 6 hits (6th hit allows combo into Lv. 2 Focus); DP shortcut works
LP Air Snake Strike Air Dp.pngLp.png
Air 623+LP
4 2(2)2(2)2 17 land B H 20x2*60 20x2*50 M - 6 total active frames (10 including gaps); DP shortcut works
MP Air Snake Strike Air Dp.pngMp.png
Air 623+MP
6 2(2)2(2)
2(3)2
17 land B H 20x3*60 20x3*50 M - 8 total active frames (15 including gaps); DP shortcut works
HP Air Snake Strike Air Dp.pngHp.png
Air 623+HP
9 2(1)2(3)
2(3)2(2)2
17 land B H 20x4*60 20x4*50 M - 10 total active frames (19 including gaps); DP shortcut works
Ex.png Air Snake Strike Air Dp.png2p.png
Air 623+PP
7 1(1)2(1)1(2)
2(1)1(2)1(2)1
17 land B H 20x5*40*60 20x6*50 M - 9 total active frames (18 including gaps); DP shortcut works
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LK Messiah Kick Qcb.pngLk.png
214+LK
21 5 37 B H 80 100 M - -
MK Messiah Kick Qcb.pngMk.png
214+MK
24 6 37 B H 90 100 M - -
HK Messiah Kick Qcb.pngHk.png
214+HK
17 2(10)5 34 B H 100 100 M - -
+ LK Followup + Lk.png 12 4 35 B KD 60 100 M Su Armor break
+ MK Followup + Mk.png 19 2 19 B KD 80 100 L - -
+ HK Followup + Hk.png 26 5 17 B KD 90 150 H - -
Ex.png Messiah Kick Qcb.png2k.png
214+KK
7 2(2)4(4)2(17)1 27 B KD 50x2*60 70*50*100 M FA Only final 2 hits are FA cancellable
LK Dynasty Dash
(Command Dash)
Qcf.pngLk.png
236+LK
- - 29 - - - - - - 6-18f low profile; 3 followups (LP, MP, HP)
MK Dynasty Dash
(Command Dash)
Qcf.pngMk.png
236+MK
- - 30 - - - - - - 7-19f low profile; 3 followups (LP, MP, HP)
HK Dynasty Dash
(Command Dash)
Qcf.pngHk.png
236+HK
- - 32 - - - - - - 9-21f low profile; 3 followups (LP, MP, HP)
+ LP Followup + Lp.png 4 4 14 1 KD 70 100 M Su Whiffs on crouching opponents
+ MP Followup + Mp.png 7 6 15 -4 KD 130 200 M Su -
+ HP Followup + Hp.png 16 2 18 -2 KD 130 200 M Su -
Ex.png Dynasty Dash
(Command Dash)
Qcf.png2k.png
236+KK
- - 29 - - - - - - 1-18f projectile invuln; 3 followups (LP, MP, HP)
+ LP Followup + Lp.png 4 4 14 1 KD 80 150 M FA Whiffs on crouching opponents
+ MP Followup + Mp.png 7 6 15 -4 KD 170 200 M FA -
+ HP Followup + Hp.png 16 2 18 -2 KD 200 250 M FA -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Spectacle Romance
(Super)
Qcf.pngQcf.pngP.png
236236+P
1+4 3(14)1 29 -9 KD 100x2*240 - M - 1-8f full invuln; KD Adv: +x
Space Opera Symphony
(Ultra 1)
Qcf.pngQcf.png3p.png
236236+PPP
0+9 3(6)3(10)3(21)
3(18)2(6)3(9)
3(2)3(14)2
32 B KD 440 - M - 1-9f full invuln; KD Adv: +x
Big Bang Typhoon
(Ultra 2)
Qcb.pngQcb.png3p.png
214214+PPP
0+11 88 87 -74 KD 420 - M - 1-12f full invuln, 13-98f projectile invuln; KD Adv: +x; Vacuum effect is active entire time; strike hitbox is active 3(2)3(2), alternating forward/back and repeating
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes

Combos

Confirms:

  • Dmg/St --

Punishes:

  • Dmg/St --

Counterhit Confirms:

Ultra Setups:

Useful Info

Reversals:

Anti-Airs:

Anti-Focus:

Anti-Projectile:

Juggles:

Miscellaneous:


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