Super Street Fighter IV AE/Rufus

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< Super Street Fighter IV AE
Revision as of 18:07, 14 November 2012 by Situasian (talk | contribs) (→‎Frame Data: Updated to 2012 and notes)
Super Street Fighter IV AESSFIVAE.png
Super Street Fighter IV AE#CharactersSuper Street Fighter IV AE/Controls and TerminologySuper Street Fighter IV AE/Basic ElementsSuper Street Fighter IV AE/Universal AbilitiesSuper Street Fighter IV AE/Game SystemsSSFIVAEHeaderButtons.png


Rufus

SSFIV-Rufus Face.jpg

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.


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


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 Jab.gif HL 30 50 20 ch/sp/su 4 2 7 +2 +5
Close Strong.gif HL 80 100 40 sp/su 5 2 10 +2 +5
Close Fierce.gif HL 100 200 60 sp/su 6 2 23 -7 -2 Forces stand
Close Short.gif HL 30 50 20 - 4 2 6 +3 +6
Close Forward.gif HL 30*50 50*50 40*20 sp/su*- 7 2(4)3 11 0 +3
Close Roundhouse.gif HL 110 200 60 su 8 2 21 -5 0 Forces stand
Far Jab.gif HL 20 50 20 ch/sp/su 5 2 5 +4 +7
Far Strong.gif HL 90 100 40 - 7 2 12 0 +3
Far Fierce.gif HL 120 200 60 - 9 3 16 0 +4 Frame advantage based on 2nd active frame
Far Short.gif HL 40 50 20 - 6 2 7 +2 +5
Far Forward.gif HL 70 100 40 - 10 1 17 -4 -1
Far Roundhouse.gif HL 90 150 60 - 17 2 14 +2 - 1~13f lower body strike and projectile invincible, floats opponent
crouch Jab.gif HL 30 50 20 ch/sp/su 4 2 8 +1 +4
crouch Strong.gif HL 80 100 40 sp/su 7 3 10 +1 +4
crouch Fierce.gif HL 100 200 60 - 14 2 30 -14 -10
crouch Short.gif L 20 50 20 ch/sp/su 4 2 9 0 +3
crouch Forward.gif L 70 100 40 sp/su 6 1 16 -3 0
crouch Roundhouse.gif L 110 200 60 - 12 2 22 -6 - Hard knockdown
Jump up Jab.gif H 50 50 20 - 5 7 - - -
Jump up Strong.gif H 80 100 40 - 6 5 - - -
Jump up Fierce.gif H 100 200 60 - 5 7 - - -
Jump up Short.gif H 50 50 20 - 5 6 - - -
Jump up Forward.gif H 90 100 40 - 4 6 - - -
Jump up Roundhouse.gif H 110 200 60 - 6 4 - - -
Jump forward Jab.gif H 50 50 20 - 6 6 - - -
Jump forward Strong.gif H 80 100 40 - 6 9 - - -
Jump forward Fierce.gif H 100 200 60 - 7 5 - - -
Jump forward Short.gif H 50 50 20 - 6 7 - - -
Jump forward Forward.gif H 80 100 40 - 7 5 - - -
Jump forward Roundhouse.gif H 50*40 50*100 60*20 - 7 3(4)3 - - - [1st air hit] floats opponent, [2nd air hit] limited juggle knockdown & pursuit property
Right.gif+Forward.gif L 60 50 40 - 21 2 16 -4 -1 7~20f lower body strike and projectile invincible, 7~23f airborne
Downright.gif+Forward.gif H 50 50 40 - 21 2 12 0 +3
Right.gif+Fierce.gif HL 100 150 60 - 19 5 18 -5 -
Downright.gif+Forward.gif(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 - 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 0.90 150 120 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 Short.gif HL 80 100 20/30 - 24 2 8 + After landing 20 -9 -5 10f~ airborne, after landing 3f~ can cancel into followup
Messiah Kick Forward.gif HL 80 100 20/30 - 26 2 11 + After landing 20 -12 -8 10f~ airborne, after landing 3f~ can cancel into followup
Messiah Kick Roundhouse.gif HL 80 100 20/30 - 35 2 5 + After landing 20 -6 -2 10f~ airborne, after landing 3f~ can cancel into followup
Messiah Kick EX.gif 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 Short.gif 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 Forward.gif followup L 80 100 20/30 - 19 2 19 0 - Hard knockdown
Messiah Kick Roundhouse.gif followup H 90 150 20/30 - 26 5 After landing 17 -1 - 9f~ airborne, hard knockdown
Tornado Galaxy Jab.gif 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 Strong.gif 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 Fierce.gif 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 EX.gif 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 Jab.gif 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 Strong.gif 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 Fierce.gif 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 EX.gif 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 Jab.gif 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 Strong.gif 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 Fierce.gif 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: