Street Fighter IV/Rufus

From SuperCombo Wiki

Introduction

Frame Data

Frames Frames Frames of Frames of Super Meter Block Cancel Ability
Move Name Damage Stun Startup Active Recovery Total On Block On Hit Block Stun Hit Stun Gain HL Chain Special Super Notes
Close LP 30 50 4 2 7 12 +2 +5 10 13 20 HL O O O -
Close MP 80 100 5 2 10 16 +2 +5 13 16 40 HL X O O -
Close HP 100 200 6 2 23 30 -7 -2 17 22 60 HL X O O Forces stand
Close LK 30 50 4 2 6 11 +3 +6 10 13 20 HL X X X -
Close MK 30*50 50*50 7 2(4)3 11 26 0 +3 13 16 40*20 HL X O O 1st hit cancellable
Close HK 110 200 8 2 21 30 -5 0 17 22 60 HL X X O Forces stand
Far LP 20 50 5 2 5 11 +4 +7 10 13 20 HL O O O -
Far MP 90 100 7 2 12 20 0 +3 13 16 40 HL X X X -
Far HP 120 200 9 3 16 27 -1 +3 17 21 60 HL X X X -
Far LK 40 50 6 2 7 14 +2 +5 10 13 20 HL X X X -
Far MK 70 100 10 1 17 27 -4 -1 13 16 40 HL X X X -
Far HK 90 150 17 2 17 35 +2 D 17 - 60 HL X X X Floating
crouch LP 30 50 4 2 8 13 +1 +4 10 13 20 HL O O O -
crouchMP 80 100 7 3 10 19 +1 +4 13 16 40 HL X O O -
crouch HP 100 200 14 2 30 45 -14 -10 17 21 60 HL X X X -
crouch LK 20 50 4 2 9 14 0 +3 10 13 20 L O O O Low attack
crouch MK 70 100 6 1 16 22 -3 0 13 16 40 L X O O Low attack
crouch HK 110 200 12 2 22 35 -6 D 17 - 60 L X X X Low attack, cannot fast recover
Jump up LP 50 50 5 7 - - - - 8 11 20 H - - - -
Jump up MP 80 100 6 5 - - - - 11 15 40 H - - - -
Jump up HP 100 200 5 7 - - - - 15 18 60 H - - - -
Jump up LK 50 50 5 6 - - - - 8 11 20 H - - - -
Jump up MK 90 100 4 6 - - - - 11 15 40 H - - - -
Jump up HK 110 200 6 4 - - - - 15 18 60 H - - - -
Jump forward LP 50 50 6 6 - - - - 8 11 20 H - - - -
Jump forward MP 80 100 6 9 - - - - 11 15 40 H - - - -
Jump forward HP 100 200 7 5 - - - - 15 18 60 H - - - -
Jump forward LK 50 50 6 7 - - - - 8 11 20 H - - - -
Jump forward MK 80 100 7 5 - - - - 11 15 40 H - - - -
Jump forward HK 50*40 50*100 7 3(4)3 - - - - 15 18 60*20 H - - - Floating
F+MK 60 50 21 2 16 38 -4 -1 13 16 40 L X X X -
DF+MK 50 50 21 2 17 34 0 +3 13 16 40 HL X X X -
F+HP 100 150 19 5 18 41 -5 D 17 - 60 HL X X X -
DF+MK(air) 90 100 11 Until ground - - - - 11 15 40 HL X X X Pursuit property
Target Combo 1 90 100 8 2 21 - -5 D 17 - 30 HL X X X 2.Hit will only hit Standing opponents
Focus Attack LVL 1 80 100 21 2 35 57 -21 -21 15 15 20 HL - - - Low attack (must be a typo)
Focus attack LVL 2 100 150 18+11 2 35 65 -15 D 21 - 40 HL - - - -
Focus attack LVL 3 160 200 58 2 35 94 D D - - 60 - - - - -
Forward Throw 150 120 3 2 20 24 - D - - 40 0.9 - - - Throw range 0.9
Back throw 130 160 3 2 20 24 - D - - 40 0.9 - - - Throw range 0.9
Messiah Kick LK 80 100 24 2 8+20 53 -9 -5 20 24 20/30 HL X X X -
Messiah Kick MK 80 100 26 2 11+20 58 -12 -8 20 24 20/30 HL X X X -
Messiah Kick HK 80 100 35 2 5+20 61 -6 -2 20 24 20/30 HL X X X -
Messiah Kick EX 20x4*50 10x4*50 11 3(1)2(1)2(1)2(8)2 6+27 65 -14 -10 20 24 0/0 HL X X X 1~16f invincible
Messiah Kick LK followup 80 100 12 4 14+21 50 -18 D 20 - 20/30 HL X X O 1~11f invincible, Pursuit property
Messiah Kick MK followup 100 100 19 2 19 39 0 D 20 - 20/30 L X X X Low attack, cannot fast recover
Messiah Kick HK followup 120 150 26 5 17 47 -1 D 20 - 20/30 H X X X Mid attack, cannot fast recover
Tornado Galaxy LP 40*50 50*50 10 8(6)2 20 45 -1 D 20 24*- 20/10*20 HL X X O 1st hit pursuit property, Armor break, 1st hit cancellable
Tornado Galaxy MP 40*40*70 50x3 14 21(5)2 20 61 -1 D 20 24*- 20/10*10*20 HL X X O 1st hit pursuit property, Armor break, 1st hit cancellable
Tornado Galaxy HP 40*40*80 50x3 15 21(5)2 20 62 -1 D 20 24*- 20/10*10*20 HL X X O 1st hit pursuit property, Armor break, 1st hit cancellable
Tornado Galaxy EX 0*160 0*100 11 19(3)1 22 55 -2 D 20 24*- 0/0 HL X X O (translate), 2nd hit pursuit property, armor break
Jatotsu Nature LP 40x5 40x5 8 1x5 1+17 43 +2 +5 20 24 20/16 HL - - - Pursuit property
Jatotsu Nature MP 40x7 40x7 7 1*1*2*1x3*2 2+17 52 0 +4 20 24 20/16 HL - - - Pursuit property
Jatotsu Nature HP 40x7 40x7 6 1x3*2*1x3 4+17 51 - - 20 24 20/16 HL - - - Pursuit property
Jatotsu Nature EX 40x7 30x7 7 1*2*1*2*1x3 15+17 56 - - 20 24 0/0 HL - - - 1~10f invincible, Pursuit property
Super Combo LP 100*80*150 0 1+6 1(14)1 29 51 -9 - 20 - 0/0 HL - - - 1~6f invincible, Pursuit property, 2nd hit armor break
Super Combo MP 100*80*150 0 1+13 2(14)1 29 59 -9 D 20 - 0/0 HL - - - 1~7f invincible, Pursuit property, 2nd hit armor break
Super Combo HP 100*80*150 0 1+15 3(14)1 29 62 -9 D 20 - 0/0 HL - - - 1~2f invincible, Pursuit property, 2nd hit armor break
Ultra Combo 38x9*173 0 1+8 3(6)3(10)3(22)3(17)2(6)3(9)3(2)3(14)2 32 151 -13 D 20 - 0/0 HL - - - 1~9f invincible, Pursuit property, 9th hit armor breaks
Frames Frames Frames of Frames of Super Meter Block Cancel Ability
Move Name Damage Stun Startup Active Recovery Total On Block On Hit Block Stun Hit Stun Gain HL Chain Special Super Notes



The 1 frame discrepancy you see between Startup+Active+Recovery and Total is because when it says a move has 4 frames startup, it really has 3 frames startup and hits on frame 4. It was written this way so you don't have to do any math to figure out what frame a move first hits on.

Move Analysis

Normal Moves

Normal Throws

Command Normals

Focus / Saving Attack

Special Moves

Super Move

Ultra Move

The Basics

Combos

Strategy

Matchups

Matchup Videos

Find a great collection of matchup specific videos from top players at streetfighterdojo.com
Contributor: zaspacer