Super Street Fighter IV/Rufus

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Super Street Fighter IVSSFIVLogo.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.png + Mk.png
High.png
Glory Kick
Df.png + Mk.png
Low.png
Fragrance Palm
F.png + Hp.png
Falcon Kick
(in air) Df.png + Mk.png
Target Combo
(near opponent) Lk.png ---.png Hk.png

Throws

Name
Command
Notes
Head Bazooka
F.png or N.png + Lp.png + Lk.png
Throw.png
Hand Machinegun
B.png + Lp.png + Lk.png
Throw.png

Special Moves

Name
Command
Notes
Messiah Kick
Qcf.png + K.png
   High Attack
Lk.png
Perform after Messiah Kick; Armorbreak.png
   Low Attack
Mk.png
Perform after Messiah Kick; Low.png
   Mid Attack
Hk.png
Perform after Messiah Kick; High.png
Galactic Tornado
Qcf.png + P.png
Only for Mp.png and Hp.png versions, F.png or B.png controls distance; Ex.png Armorbreak.png
Snake Strike
Dp.png + P.png
Ex.png

Super Combo

Name
Command
Notes
Spectacle Romance
Qcf.png Qcf.png + P.png
Armorbreak.png

Ultra Combos

Name
Command
Notes
Space Opera Symphony
Qcf.png Qcf.png + 3p.png
Armorbreak.png
Big Bang Typhoon
Qcb.png Qcb.png + 3p.png
Armorbreak.png


Frame Data

Move Values Frame Count Frame Advantage
Move Name Block (HL) Damage Stun Super Meter Gain Cancel Ability Startup Active Recovery On Guard On Hit Block Stun Hit Stun Notes
Standing Close Attacks
Jab.gif HL 30 50 20 ch/sp/su 4 2 7 +2 +5 - -
Strong.gif HL 80 100 40 sp/su 5 2 10 +2 +5 - -
Fierce.gif HL 100 200 60 sp/su 6 2 23 -7 -2 - - Forces stand
Short.gif HL 30 50 20 - 4 2 6 +3 +6 - -
Forward.gif HL 30*50 50*50 40*20 sp/su 7 2(4)3 11 0 +3 - - 1st hit cancellable
Roundhouse.gif HL 110 200 60 su 8 2 21 -5 0 - - Forces stand
Standing Far Attacks
Jab.gif HL 20 50 20 ch/sp/su 5 2 5 +4 +7 - -
Strong.gif HL 90 100 40 - 7 2 12 0 +3 - -
Fierce.gif HL 120 200 60 - 9 3 16 -1 +3 - -
Short.gif HL 40 50 20 - 6 2 7 +2 +5 - -
Forward.gif HL 70 100 40 - 10 1 17 -4 -1 - -
Roundhouse.gif HL 90 150 60 - 17 2 14 +2 - - -
Crouching Attacks
Jab.gif HL 30 50 20 ch/sp/su 4 2 8 +1 +4 - -
Strong.gif HL 80 100 40 sp/su 7 3 10 +1 +4 - -
Fierce.gif HL 100 200 60 - 14 2 30 -14 -10 - -
Short.gif L 20 50 20 ch/sp/su 4 2 9 0 +3 - -
Forward.gif L 70 100 40 sp/su 6 1 16 -3 0 - -
Roundhouse.gif L 110 200 60 - 12 2 22 -6 - - - cannot fast recover
Straight Up Jump Attacks
Jab.gif H 50 50 20 - 5 7 - - - - -
Strong.gif H 80 100 40 - 6 5 - - - - -
Fierce.gif H 100 200 60 - 5 7 - - - - -
Short.gif H 50 50 20 - 5 6 - - - - -
Forward.gif H 90 100 40 - 4 6 - - - - -
Roundhouse.gif H 110 200 60 - 6 4 - - - - -
Angled Jump Attacks
Jab.gif H 50 50 20 - 6 6 - - - - -
Strong.gif H 80 100 40 - 6 9 - - - - -
Fierce.gif H 100 200 60 - 7 5 - - - - -
Short.gif H 50 50 20 - 6 7 - - - - -
Forward.gif H 80 100 40 - 7 5 - - - - -
Roundhouse.gif H 50*40 50*100 60*20 - 7 3(4)3 - - - - -
Unique Attacks
Right.gif + Forward.gif L 60 50 40 - 21 2 16 -4 -1 - -
Downright.gif + Forward.gif HL 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
Target Combo 1 HL 70 100 30 - 8 2 21 -5 - - -
Focus Attacks
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 - - - -
Throws
Forward Throw 0.9 150 120 40 - 3 2 20 - - - -
Back Throw.png 0.9 130 160 40 - 3 2 20 - - - -
Special Moves
Messiah Kick Short.gif HL 80 100 20/30 - 24 2 8+20 -9 -5 - -
Messiah Kick Forward.gif HL 80 100 20/30 - 26 2 11+20 -12 -8 - -
Messiah Kick Roundhouse.gif HL 80 100 20/30 - 35 2 5+20 -6 -2 - -
Messiah Kick EX.gif 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 Short.gif followup HL 60 100 20/30 su 12 4 14+21 -18 - - - 1~11f invincible, Pursuit property
Messiah Kick Forward.gif followup L 80 100 20/30 - 19 2 19 0 - - - Low attack, cannot fast recover
Messiah Kick Roundhouse.gif followup H 90 150 20/30 - 26 5 17 -1 - - - Mid attack, cannot fast recover
Galactic Tornado Jab.gif HL 40*50 50*50 20/10*20 su 10 8(6)2 20 -1 - - - 1st hit pursuit property, Armor break, 1st hit cancellable
Galactic Tornado Strong.gif 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
Galactic Tornado Fierce.gif 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
Galactic Tornado EX.gif HL 0*130 0*100 -250/0 su 11 19(3)1 22 -2 - - - (translate), 2nd hit pursuit property, armor break
Snake Strike Jab.gif HL 40x5 40 20/16 - 8 1x5 1+17 +2 +6 - - Pursuit property
Snake Strike Strong.gif HL 40x7 40 20/16 - 7 1*1*2*1x3*2 2+17 0 +2 - - Pursuit property
Snake Strike Fierce.gif HL 40x7 40 20/16 - 6 1x3*2*1x3 4+17 -1 +1 - - Pursuit property
Snake Strike EX.gif HL 30*7 30 -250/0 - 7 1*2*1*2*1x3 15+17 - - - - 1~10f invincible, Pursuit property
Super Combo
Super Combo Jab.gif 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 Strong.gif HL 100*80*150 0 -1000/0 - 1+13 2(14)1 29 -9 - - -
Super Combo Fierce.gif HL 100*80*150 0 -1000/0 - 1+15 3(14)1 29 -9 - - - 1~2f invincible, Pursuit property, 2nd hit armor break
Ultra Combos
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
Move Name Block (HL) Damage Stun Super Meter Gain Cancel Ability Startup Active Recovery On Guard On Hit Block Stun Hit Stun Notes
Move Values Frame Count Frame Advantage


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.


Angled Jumping Normals

Rufus-j.PNG

Neutral Jumping Normals

Rufus-nj.PNG

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