
Rufus
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.
Players to Watch
Inco (JP), Andreas (UK), Ricki Ortiz (US), Justin Wong (US), Kindevu (JP), Haitani (JP), Brenttiscool (US)
Ultra SFIV Changes
Character Specific Data
Rufus
VITALS | |||||
---|---|---|---|---|---|
Health: | 1050 | Stun: | 950 | W-Ultra Scaling: | 75% |
WALKING | DASHING | ||||
Forward Walk Speed: | 0.045 | Forward Dash Distance: | 1.14 | ||
Back Walk Speed: | 0.03 | Forward Dash Total Frames: | 20 | ||
JUMPING | Back Dash Distance: | 0.94 | |||
Jump Height Apex: | 1.81 | Back Dash Total Frames: | 27 | ||
Jump Total Frames: | 43 (4+39) | Back Dash Invincibility: | 8 | ||
Forward Jump Distance: | 2.28 | Back Dash Airborne: | 17 | ||
Back Jump Distance | 2.28 | Back Dash Recovery: | 2 | ||
THROWS | WAKE-UP TIMING | ||||
Forward Throw Range: | 0.90 | Face Up Total Frames: | 31 | ||
Back Throw Range: | 0.90 | Face Down Total Frames: | 21 | ||
NOTABLE MOVE CLASSES | |||||
High Attacks: | Vulture Kick, Mid Attack | Hard Knockdowns: | Crouch HK, Low Attack, Mid Attack | ||
Low Attacks: | Crouch LK, Crouch MK, Crouch HK, Glory Kick, Low Attack | Armor Breakers: | High Attack, Galactic Tornado, EX Galatic Tornado, Spectacle Romance, Space Opera Symphony, Big Bang Typhoon | ||
FOCUS ATTACK DATA | |||||
Level 1 Focus Startup Frames: | 21 | L1 EX Red Focus Attack Combo Lead-Ins: | Close HP, Close HK, LP/MP/HP Galactic Tornado (1st Hit), EX Galatic Tornado (1st Vacuum Hit) | ||
Level 2 Focus Startup Frames: | 29 | ||||
Level 3 Focus Startup Frames: | 58 | ||||
L1 Focus Attack Forward Dash: | -4 | L2 FA Forward Dash (On Block): | +2 | ||
L1 Focus Attack Back Dash: | -11 | L2 FA Back Dash (On Block): | -5 |
Frame Data (At A Glance)
More detailed Frame Data Table at bottom of page.
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
---|---|---|---|---|---|---|---|---|---|---|---|
Close LP | Close ![]() |
30 | 50 | 20 | HL | ch/sp/su | 4 | 2 | 7 | 2 | 5 |
Close MP | Close ![]() |
80 | 100 | 40 | HL | sp/su | 5 | 2 | 10 | 2 | 5 |
Close HP | Close ![]() |
100 | 200 | 60 | HL | sp/su | 6 | 2 | 23 | -7 | -2 |
Close LK | Close ![]() |
30 | 50 | 20 | HL | - | 4 | 2 | 6 | 3 | 6 |
Close MK | Close ![]() |
30*50 | 50*50 | 40*20 | HL | sp/su*- | 7 | 2(4)3 | 11 | 0 | 3 |
Close HK | Close ![]() |
110 | 200 | 60 | HL | su | 8 | 2 | 21 | -5 | 0 |
Far LP | Far ![]() |
20 | 50 | 20 | HL | ch/sp/su | 5 | 2 | 5 | 4 | 7 |
Far MP | Far ![]() |
90 | 100 | 40 | HL | sp/su | 7 | 2 | 12 | 0 | 3 |
Far HP | Far ![]() |
120 | 200 | 60 | HL | - | 9 | 3 | 16 | -1 | 3 |
Far LK | Far ![]() |
40 | 50 | 20 | HL | - | 6 | 2 | 7 | 2 | 5 |
Far MK | Far ![]() |
70 | 100 | 40 | HL | - | 10 | 2 | 17 | -4 | -1 |
Far HK | Far ![]() |
90 | 150 | 60 | HL | - | 17 | 2 | 14 | 2 | - |
Crouch LP | Crouch ![]() |
30 | 50 | 20 | HL | ch/sp/su | 4 | 2 | 8 | 1 | 4 |
Crouch MP | Crouch ![]() |
80 | 100 | 40 | HL | sp/su | 7 | 3 | 10 | 1 | 4 |
Crouch HP | Crouch ![]() |
100 | 200 | 60 | HL | - | 14 | 2 | 30 | -14 | -10 |
Crouch LK | Crouch ![]() |
20 | 50 | 20 | L | ch/sp/su | 4 | 2 | 9 | 0 | 3 |
Crouch MK | Crouch ![]() |
70 | 100 | 40 | L | sp/su | 6 | 1 | 16 | -3 | 0 |
Crouch HK | Crouch ![]() |
110 | 200 | 60 | L | - | 12 | 2 | 22 | -6 | - |
Vulture Kick | Overhead![]() ![]() |
60 | 50 | 40 | H | - | 21 | 2 | 16 | -4 | -1 |
Glory Kick | ![]() ![]() |
50 | 50 | 40 | L | - | 21 | 2 | 12 | 0 | 3 |
Fragrance Palm | ![]() ![]() |
100 | 150 | 60 | HL | - | 19 | 5 | 18 | -5 | - |
Target Combo | ![]() ![]() |
70 | 100 | 30 | HL | - | 8 | 2 | 21 | -8 | - |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Neutral Jump LP | Neutral Jump ![]() |
50 | 50 | 20 | H | - | 5 | 7 | - | - | - |
Neutral Jump MP | Neutral Jump ![]() |
80 | 100 | 40 | H | - | 6 | 5 | - | - | - |
Neutral Jump HP | Neutral Jump ![]() |
100 | 200 | 60 | H | - | 5 | 7 | - | - | - |
Neutral Jump LK | Neutral Jump ![]() |
50 | 50 | 20 | H | - | 5 | 6 | - | - | - |
Neutral Jump MK | Neutral Jump ![]() |
90 | 100 | 40 | H | - | 4 | 6 | - | - | - |
Neutral Jump HK | Neutral Jump ![]() |
110 | 200 | 60 | H | - | 6 | 4 | - | - | - |
Angled Jump LP | Angled Jump ![]() |
50 | 50 | 20 | H | - | 6 | 6 | - | - | - |
Angled Jump MP | Angled Jump ![]() |
80 | 100 | 40 | H | - | 6 | 9 | - | - | - |
Angled Jump HP | Angled Jump ![]() |
100 | 200 | 60 | H | - | 7 | 5 | - | - | - |
Angled Jump LK | Angled Jump ![]() |
50 | 50 | 20 | H | - | 6 | 7 | - | - | - |
Angled Jump MK | Angled Jump ![]() |
80 | 100 | 40 | H | - | 7 | 5 | - | - | - |
Angled Jump HK | Angled Jump ![]() |
50*40 | 50*100 | 60*20 | H | - | 7 | 3(4)3 | - | - | - |
Falcon Kick | Dive Kick Air ![]() ![]() |
70 | 100 | 40 | HL | - | 11 | Until ground | - | -4~7 | 0~11 |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Focus Attack (Level 1) | Level 1 Focus | 80 | 100 | 20 | HL | - | 10+11 | 2 | 35 | -21 | -21 |
Focus Attack (Level 2) | Level 2 Focus | 100 | 150 | 40 | HL | - | 18+11 | 2 | 35 | -15 | - |
Focus Attack (Level 3) | Level 3 Focus | 160 | 200 | 60 | - | - | 58 | 2 | 35 | - | - |
Red Focus Attack (Level 1) | Level 1 Red Focus | 100 | 100 | 20 | HL | - | 10+11 | 2 | 35 | -21 | -21 |
Red Focus Attack (Level 2) | Level 2 Red Focus | 150 | 150 | 40 | HL | - | 18+11 | 2 | 35 | -15 | - |
Red Focus Attack (Level 3) | Level 3 Red Focus | 240 | 200 | 60 | - | - | 58 | 2 | 35 | - | - |
EX Red Focus Attack (Level 1) | Level 1 EX Red Focus | 100 | 100 | 20 | HL | - | 10+11 | 2 | 35 | -15 | - |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Head Bazooka | Forward Throw | 135 | 120 | 40 | 0.907 | - | 3 | 2 | 20 | - | - |
Hand Machinegun | Back Throw | 130 | 160 | 40 | 0.907 | - | 3 | 2 | 20 | - | - |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Messiah Kick | Messiah Kick ![]() |
80 | 100 | 20/30 | HL | - | 24 | 2 | 8 + After landing 20 | -9 | -5 |
Messiah Kick ![]() |
80 | 100 | 20/30 | HL | - | 26 | 2 | 11 + After landing 20 | -12 | -8 | |
Messiah Kick ![]() |
80 | 100 | 20/30 | HL | - | 35 | 2 | 5 + After landing 20 | -6 | -2 | |
EX Messiah Kick | Messiah Kick ![]() |
15x4*20 | 10x4*50 | -250/0 | HL | - | 11 | 3(1)2(1) 2(1)2(8)2 |
6+27 | -14 | -10 |
High Attack | Messiah Flash Kick Followup | 60 | 100 | 20/30 | HL | su | 12 | 4 | 14 + After landing 21 | -18 | - |
Low Attack | Messiah Low Followup | 80 | 100 | 20/30 | L | - | 19 | 2 | 22 | -3 | - |
Mid Attack | Messiah Overhead Followup | 90 | 150 | 20/30 | H | - | 26 | 5 | After landing 19 | -3 | - |
Galactic Tornado | Galactic Tornado ![]() |
40*50 | 50*50 | 20/10*20 | HL | su*- | 10 | 8(6)2 | 20 | -1 | - |
Galactic Tornado ![]() |
50*20*40 | 50x3 | 20/10*10*20 | HL | su*-*- | 14 | 10*11(5)2 | 20 | -1 | - | |
Galactic Tornado ![]() |
50*20*50 | 50x3 | 20/10*10*20 | HL | su*-*- | 15 | 10*11(5)2 | 20 | -1 | - | |
EX Galactic Tornado | Galactic Tornado ![]() |
0*130 | 0*100 | -250/0 | HL | su*- | 11 | 19(3)1 | 22 | -2 | - |
Snake Strike | Snake Strike ![]() |
40x5 | 40x5 | 20/16x7 | HL | - | 8 | 1(3)1(3) 1(4)1(3)1 |
1+17 | 2 | 6 |
Snake Strike ![]() |
40x7 | 40x7 | 20/16x7 | HL | - | 7 | 1(3)1(2)2(3) 1(3)1(3)1(3)2 |
2+17 | 0 | 4 | |
Snake Strike ![]() |
40x7 | 40x7 | 20/16x7 | HL | - | 6 | 1(3)1(2)1(3) 2(2)1(3)1(3)1 |
4+17 | -1 | 3 | |
EX Snake Strike | Snake Strike ![]() |
30x7 | 30x7 | -250/0 | HL | - | 7 | 1(1)2(1)1(2) 2(1)1(2)1(2)1 |
15+17 | - | - |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Spectacle Romance | Super Combo ![]() |
100*80*150 | 0 | -1000/0 | HL | - | 1+6 | 1(14)1 | 29 | -9 | - |
Super Combo ![]() |
100*80*150 | 0 | -1000/0 | HL | - | 1+13 | 2(14)1 | 29 | -9 | - | |
Super Combo ![]() |
100*80*150 | 0 | -1000/0 | HL | - | 1+15 | 3(14)1 | 29 | -9 | - | |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Space Opera Symphony | Ultra Combo 1 | 32*32* 38x7*90 |
0 | 0/0 | HL | - | 0+9 | 3(6)3(10)3(22) 3(17)2(6)3(9) 3(2)3(14)2 |
32 | -13 | - |
Big Bang Typhoon | Ultra Combo 2 | 47*17*17* 18x14*27 |
0 | 0/0 | HL | - | 0+11 | 88 | 87 | -74 | - |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Moves
Standing Close Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Close LP |
Close Jab | Close lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Close MP |
Close Strong | Close mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Close HP |
Close Fierce | Close hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Close LK |
Close Short | Close lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Close MK |
Close Forward | Close mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Close HK |
Close Roundhouse | Close hk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Standing Far Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Far LP |
Far Jab | lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Far MP |
Far Strong | mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Far HP |
Far Fierce | hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Far LK |
Far Short | lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Far MK |
Far Forward | mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Far HK |
Far Roundhouse | hk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Crouching Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Crouch LP |
Crouch Jab | d + lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch MP |
Crouch Strong | d + mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch HP |
Crouch Fierce | d + hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch LK |
Crouch Short | d + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch MK |
Crouch Forward | d + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch HK |
Crouch Roundhouse | d + hk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Neutral Jumping Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Neutral Jump LP |
Neutral Jump Jab | u + lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump MP |
Neutral Jump Strong | u + mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump HP |
Neutral Jump Fierce | u + hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump LK |
Neutral Jump Short | u + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump MK |
Neutral Jump Forward | u + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump HK |
Neutral Jump Roundhouse | u + hk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Diagonal Jumping Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Diagonal Jump LP |
Diagonal Jump Jab | ub / ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump MP |
Diagonal Jump Strong | ub / ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump HP |
Diagonal Jump Fierce | ub / ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump LK |
Diagonal Jump Short | ub / ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump MK |
Diagonal Jump Forward | ub / ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump HK |
Diagonal Jump Roundhouse | ub / ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) |
Unique Attacks
Name | Nickname | Command | Notes | |
File:No image.png |
Vulture Kick |
Overhead | f + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Glory Kick |
Rolling Kick | df + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Fragrance Palm |
Palm Strike | f + hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Target Combo |
Target Combo | lk ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Falcon Kick |
Dive Kick | (in air) ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) |
Focus Attacks
Name | Nickname | Command | Notes | |
File:No image.png | Focus Attack (Level 1) | Level 1 Focus | mp + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png | Focus Attack (Level 2) | Level 2 Focus | mp + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png | Focus Attack (Level 3) | Level 3 Focus | mp + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Throws
Name | Nickname | Command | Notes | |
File:No image.png |
Head Bazooka |
Forward Throw | f or ![]() ![]() |
|
~~ Uses and Strategies ~~ Mixing between As Rufus usually wants to stay close to his opponent, a common follow-up after landing a forward | ||||
File:No image.png |
Hand Machinegun |
Back Throw | b + ![]() |
|
~~ Uses and Strategies ~~ Against characters lacking a 3-frame reversal, Rufus can "safe jump" after landing a back One interesting note on Rufus' back |
Special Moves
Name | Nickname | Command | Notes | |
File:No image.png |
Messiah Kick |
Messiah Kick | qcf + ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
High Attack |
Messiah Flash Kick Followup | lk armorbreak | Perform after Messiah Kick |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Low Attack |
Messiah Low Followup | mk | Perform after Messiah Kick |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Mid Attack |
Messiah Overhead Followup | hk | Perform after Messiah Kick |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Galactic Tornado |
Galactic Tornado | qcf + ![]() ![]() |
For ![]() ![]() ![]() ![]() |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Snake Strike |
Snake Strike | dp + ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) |
Super Combo
Name | Nickname | Command | Notes | |
File:No image.png |
Spectacle Romance |
Super Combo | qcf ![]() ![]() |
|
~~ Uses and Strategies ~~ While it can be juggled from an air-to-air j.HK, far st.HK, or at the end of any combo ending in Galactic Tornado (in the corner only), Rufus' super combo should usually only be used if it will win the game. While there are exceptions to most rules, Rufus usually has better ways to use his EX meter and often it is more important for him to have meter stocked to make the opponent wary of his EX messiah kick than it is for him to score one big chunk of damage from landing his super combo. In any case, if he is playing well against an opponent of similar skill Rufus should usually make use of his meter before he has built a full bar. |
Ultra Combos
Name | Nickname | Command | Notes | |
File:No image.png |
Space Opera Symphony |
Ultra Combo I | qcf ![]() ![]() |
|
~~ Uses and Strategies ~~ Rufus hits his opponents with a series of eight kung fu strikes, followed by a | ||||
File:No image.png |
Big Bang Typhoon |
Ultra Combo II | qcb ![]() ![]() |
|
~~ Uses and Strategies ~~ "Transform!" Rufus winds back and spins in an unrealistically fast circle, throwing out a barrage of strikes around him. Even though it's hard to incorporate this Ultra into a useful combo, it can make up for many situations where Rufus would usually have difficulty. Use this Ultra as an anti-air, a |
The Basics
The very basics
Rufus' divekick, the Falcon Kick, is the tool around which his game was built. With no height restriction - meaning it can be performed at any point during his jump arc - and excellent hit- and block-stun properties, it is commonly considered to be the best divekick in a game where divekicks are extremely useful (partly due to the mind game that has developed around using "crouch tech" as an effective defensive tactic, which tactic can be easily exploited by Rufus' divekick). His other key tool is his ultra combo 1, and he has a wide variety of ways to safely land it to boost his damage output.
Where Rufus struggles is in the ranged game - his normal attacks are limited and don't cover different ranges as well as many other characters - and on defence. He has an invincible reversal in EX messiah kick which is highly effective at low levels of play but extremely risky to use against skilled opponents (and which costs one bar of EX meter to execute), his backdash is not good and his focus attack lacks range. He also has no 3 frame normal attacks.
Rufus' basic goal in most matchups, then, is to work his way in close to his opponent and persuade them to press buttons (or otherwise stop blocking) in order that he can connect with a divekick and convert that opening into a combo, after which he will continue to apply pressure. Many of Rufus' basic combos can be modified to make use of his ultra combo 1 once it's available, which not only boosts his damage output but provides him with a nice setup for further pressure afterwards.
Ultra combos
Ultra combo 1 is the traditionally recommended ultra selection for Rufus, however in matchups against fireball characters he might opt to use ultra combo 2 (or w-ultra) instead, giving him a damaging fireball punish and anti-air. W-ultra can also be useful against certain rushdown/mixup characters, for example C. Viper and El Fuerte, in order to discourage their airborne approaches with ultra combo 2 but also allow the option to use ultra combo 1 to boost combo damage should the opportunity arise.
Combos
Rufus combos often begin with a divekick (at any point in a jump, press down-forward and MK together). Because the divekick can afford Rufus different durations of hitstun depending on how high or low on the opponent's body it lands, and because it can also lead to different timings for pressing the next button after the divekick, it is important to practice combos from a range of divekick heights (and against different characters when standing/crouching due to the effect this has on character hurtboxes).
Any combo ending in Galactic Tornado can be followed with a juggle into UC1 (in the corner only, with one or two exceptions), or he can use Red Focus Cancel on the first hit of Galactic Tornado to score a crumple and continue the combo as he sees fit (anywhere on screen).
Essential combos
- st.LK, st.HP xx Galactic Tornado
- st.LK, st.LK, st.HP xx Galactic Tornado
- The above are "the Rufus BnB" - on certain characters (and from certain positions after landing a crossup divekick) only one st.LK is possible before the st.HP. The link from st.LK to st.HP is a "one frame link" requiring very precise timing from the player. However it is widely agreed that it's essential that the aspiring Rufus player learn this combo in order to score sufficient damage when the opportunity arises.
- st.HP xx Galactic Tornado
- Rufus' basic punish for blocked attacks which leave the opponent at significant disadvantage. Also, from a very low-hitting divekick Rufus can combo directly into this without a st.LK beforehand, which makes the combo easier and removes the damage scaling added by the st.LK attack in the "BnB".
- cr.LP xx EX Galactic Tornado
- a nice simple punish for lots of situations where the st.HP punish above is too slow or doesn't reach far enough.
- EX messiah kick FADC UC1
- j.HK (air to air), UC1
- st.LK>st.HK, UC1
- Three basic ways to land Rufus' ultra combo 1, all essential to his game especially at low to intermediate level. Only the third of these can be preceded by a divekick, making it perhaps the most common way to land Rufus' ultra during pressure. The first combo above can be extended as follows if the messiah kick has pushed the opponent near the corner: EX messiah kick FADC snake strike, UC1. The second can be used with an EX snake strike if Rufus doesn't have ultra available.
Other combos
- cr.LK, cr.LP, (cr.LP), far st.LP, st.MP xx EX Galactic Tornado
- This combo starts from a low attack and can be useful after divekicking early to avoid actually hitting the opponent. The player can experiment with the number and type of light attacks at the start of this combo to achieve satisfactory spacing to ensure that the st.LP is indeed the "far" version of the move.
- As well as ending with a juggle into UC1 at the end of this combo (in the corner only), Rufus can use FADC after inputting the EX Galactic Tornado (after the vacuum effect has started but before Rufus' arm connects) anywhere on screen to continue the combo as he sees fit (e.g. by linking a st.LK>st.HK target combo and juggling with ultra).
- cr.LK xx Galactic Tornado (LP version)
- This can be performed immediately after a divekick and will either combo if the divekick hits or perform a blockstring if the divekick is blocked (or combo from cr.LK if the opponent blocks everything standing). Low damage.
- far st.HK, UC1
- Rufus' far st.HK is very good at avoiding low attacks, and in some matchups this can be a useful way to land an ultra combo. far st.HK can also juggle as an anti air against some characters trying to jump away.
- In the corner, this can be extended to far st.HK, f+HP, UC1.
- st.MP, st.LK>st.HK, UC1
- Most useful if you can land a st.MP counterhit on the opponent's wakeup by timing it to interrupt the startup of their crouch tech/other button.
- st.LK, cr.LP xx EX Galactic Tornado
- st.LK, st.MP, cr.LP xx EX Galactic Tornado
- Often used after a crossup divekick whose spacing may have led to the usual "BnB" failing to connect, these provide reasonable damage for one bar of EX meter. In addition, the second can act as a useful frame trap with slightly delayed timing if the player sees that the preceding divekick was blocked.
- df+MK (rolling attack), cr.LP xx EX Galactic Tornado
- This only works if the first attack hits as a counterhit, so the player will need to practice checking for the "counterhit" symbol appearing on screen before inputting the EX Galactic Tornado.
- nj.HK, st.HP xx Galactic Tornado
- This is Rufus' standard high-damage punish when standing close to a dizzied opponent. If the opponent is further away, the nj.HK can be replaced with a j.HP for slightly less damage.
- EX messiah kick FADC EX messiah kick
- j.HK (high air to air), LK messiah kick (plus LK ender)
- Two new juggles in USF4 which weren't possible in previous versions of the game. The first is expensive so should only really be used for fun, or if it will end the round. The second is a useful modification of Rufus' j.HK, EX snake strike combo, providing a good option if Rufus doesn't want to spend meter.
- nj.HK, st.HP xx EX Galactic Tornado FADC st.HP xx EX Galactic Tornado
- This requires four bars of EX meter but, if continued with a UC1 juggle at the end, was Rufus' most damaging combo in previous versions of the game (when ended with an UC1 juggle in the corner). In USF4, it is superseded by...
- nj.HK, st.HK xx Red Focus (hits) xx dash forward, st.HP xx EX Galactic Tornado
- There is also a variation of this which requires Rufus to backdash from the from the Red Focus hit then walk forward a little to land a far st.HK and continue the combo (also works midscreen with slightly different timing).
Strategy
Matchups
Abel
Abel [character page] |
---|
Abel can punish a blocked cr.HP from Rufus with his ultra 1.
Abel's ultra 2 can also be an effective counter to Rufus' divekick, so it's important to note which ultra Abel has selected and adjust one's approach accordingly. Abel may build a cr.HP option select into his crouch tech when defending against divekick pressure, which is designed to counter Rufus attempting a divekick to beat a throw tech attempt. To counter this tactic, Rufus can opt instead to frametrap, for example by inputting a st.MP after his blocked divekick. Rufus may need to attempt throw on wakeup once or twice to discourage Abel from attempting to roll away from the pressure. Once Abel has decided not to try and roll out, Rufus will have better success with his pressure game on wakeup. Abel's only option for chip damage at the end of a round is his wheel kick. If Rufus is expecting this attack he can react with ultra 1 to catch it before it hits, or he can ensure he doesn't stand at the wrong ranges so that this is not a threat. |
Adon
Adon [character page] |
---|
One of Adon's most effective tools here is his jaguar kick pressure. Rufus should know that the ground jaguar kick will break a focus attack, but the air jaguar kick will not and so anti-air focus is useful if you see Adon jump before inputting a jaguar kick. Rufus' st.HP and cr.MK can also be used as anti air in this situation. Against a ground jaguar kick, the best options are either simply to block and accept the chip damage, or attempt a pre-emptive far st.MP to stuff the startup of the jaguar kick.
Adon's off-the-wall jaguar tooth attack can be frustrating for some characters as he can aim it short to bait a reversal attempt. Rufus however can use his divekick to jump back and instantly divekick in place - if Adon's jaguar tooth lands short, Rufus stays safe, and if Adon's jaguar tooth lands where Rufus was standing then Rufus will connect a divekick and can convert into a full BnB punish. As a result, good Adon players won't often attempt this move against Rufus, but they may test to see if the Rufus player knows how to handle it. Adon has an "unblockable" setup against Rufus, following from his backthrow, so be sure to mix between delayed wakeup and normal timing if you eat a backthrow. Adon's standard setup after a knockdown is to either jump and come down with MK immediately to cross you up, or take a little step back to hit you in front. Or he can do a j.LK instead without moving to hit you in front. Watch for the step backwards and you'll know to block normally. If you jump in and manage to bait (and avoid) Adon's EX rising jaguar, Rufus can either cr.HP for an easy punish or immediately jump towards HP into combo/ultra (harder). |
Akuma/Gouki
Akuma [character page] |
---|
Rufus can respond to Akuma's defensive teleport on wakeup by entering a jump input as an option select during his jumping attack. Practice jumping in on Akuma while he's waking up and inputting a backwards- or forwards-jump at the moment when Akuma would be in blockstun if the attack hit, and if Akuma teleports then Rufus will land in time for the jump input to register and send Rufus back into the air. Rufus still has to guess which direction Akuma will teleport but this can nevertheless be useful in chasing down and discouraging a teleport-happy Akuma player.
Blocked/whiffed uppercuts should be punished with ultra 1 or with cr.LP xx EX Galactic Tornado. The standard punish of st.HP xx Galactic Tornado will whiff against Akuma because the recovery animation of his uppercut moves his hurtbox away from Rufus. Akuma's ultra 2 meter offers him an almost-guaranteed punish against any EX messiah kick ender (the exception is a slightly-delayed MK ender, however if Akuma anticipates this option he can adjust his timing accordingly). If Akuma throws a badly spaced air fireball Rufus can sometimes cr.HP underneath it for a trade in Rufus' favour, but good Akuma players will space their air fireballs to make themselves safe. Against forward-jump air fireballs that would otherwise be safe, Rufus can anti-air with EX snake strike with proper timing, which does excellent damage against Akuma's short health bar. |
Balrog/Boxer
Balrog [character page] |
---|
st.MP is an effective poke for Rufus against normal dash punches, though it is obviously out-ranged by Boxer's sweep if he expects it, and beaten by EX rush punch armour.
Boxer can punish a blocked EX messiah kick with ultra 1 regardless of whether or not Rufus delays the LK ender, however the HK ender can hop over the ultra 1 punish attempt. Low divekicks will whiff on a standing Boxer due to his strange hurtbox. This isn't an issue against crouching Boxer and crossup divekicks can be very effective, especially as they also remove one of Boxer's reversal options by nullifying his horizontal charge. Boxer's traditionally strong wakeup options are headbutt and EX rush punch. EX rush punch will lose to throw, so don't be scared to attempt a throw on Boxer's wakeup. Jabs can beat out Boxer's dash punches, including ex ones. Rufus can also buffer a Galactic Tornado into the jab, or simply do an EX tornado on reaction to the approaching dash punch as it will break armour. |
Blanka
Blanka [character page] |
---|
Rainbow balls can be focused, but if Rufus blocks one he can punish with j.HK juggled into ultra or snake strike.
cr.LP will knock Blanka out of his hop, but once Blanka is up close and has advantage then the cr.LP may be too slow to be effective. After a forward throw, Rufus can bait EX upball by dashing forward twice, jumping forward and timing his divekick so that he does not cross Blanka up until after the reversal window. Blanka will EX upball in the "wrong" direction and Rufus will land safely and be able to chase for a punish. Blanka can of course counter this by delaying his EX upball. Blocked slides can often be punished with EX Galactic Tornado, or even with cr.MK xx EX Galactic Tornado if the slide is particularly badly spaced. |
C. Viper
C. Viper [character page] |
---|
cr.MP can beat burn kicks sometimes.
C. Viper's cr.MP (or cr.MK) xx thunder knuckle is not a true blockstring, so Rufus can interrupt with EX messiah if he predicts the normal attack will be cancelled into thunder knuckle on block. Rufus' far st.HK is particularly good against C. Viper's cr.MK and will go over it and hit C. Viper surprisingly well. |
Cammy
Cammy [character page] |
---|
Cammy can use ultra 1 on reaction to punish Rufus' EX messiah kick (blocked) FADC backdash, meaning that unless you want to test the opponent's knowledge it may be better just to save the meter if you comming to an EX messiah kick which is then blocked.
Cammy has an unblockable setup from her back throw, so Rufus must vary his wakeup timing and occasionally look to use reversal options. |
Chun-Li
Chun-Li [character page] |
---|
Chun Li's cr.HK can trade with divekicks where other character's low attacks would lose, so Rufus must be mindful of this.
Chun Li's high jump arc makes EX snake strike a reliable anti-air. Chun Li can punish Rufus' blocked cr.HP with her ultra 1. |
Cody
Cody [character page] |
---|
Cody has several good anti-air options against Rufus' divekicks, but up close his defensive options are weak.
M and H versions of Criminal Upper can be punished with cr.LP xx EX Galactic Tornado - a good Cody player won't be presenting this punish opportunity often, but it's useful to keep in mind. |
Dan
Dan [character page] |
---|
Rufus' far st.MP is effective at stuffing ground Dan-kicks if Dan is using this to try and close distance. If Dan opts instead to jump and use LK air Dan-kicks then Rufus' st.HP is the preferred anti-air. Careful use of these two buttons will eliminate most of Dan's approach options.
Remember that Dan's crumple/dizzy animations are unusual and so normal punishes are harder to execute - it's often a better idea to attack with raw ultra or begin your combo with an attack that hits fairly low on the body (e.g. cr.LP). |
Decapre
Decapre[No Data] [character page] |
---|
Dee Jay
Deejay [character page] |
---|
Against knee-drop pressure Rufus' only useful options are to block, attempt a st.HP very early (which will often trade), or attempt an EX snake strike in anticipation (which may miss depending on spacing). |
Dhalsim
Dhalsim [character page] |
---|
Rufus must walk Dhalsim to the corner and prioritize keeping the positional advantage over scoring damage. Often it can be more effective to walk, jump or divekick to a position closer to Dhalsim than to attempt to hit Dhalsim immediately, as his anti-airs and ranged options are of course very good. |
Dudley
Dudley [character page] |
---|
far st.LK is an effective poke in this match, and can be converted into the combo far st.LK, cr.LP xx EX Galactic Tornado.
Dudley's ultra 1 will punish a blocked cr.HP from Rufus. Dudley will often mix between walking forward with normal attack pressure and fishing for a crumple with focus attack, so it can be effective to mix raw Galactic Tornado into Rufus' approach in this match to discourage Dudley from using focus attack. |
E. Honda
E. Honda [character page] |
---|
If Rufus knocks Honda down in the corner and does jump forward dive kick for an ambiguous dive while he's waking up (timed as if you expect him to quick rise, or to hit at the moment he's waking up if you got a hard knockdown), as soon as Rufus hits the wall/correct point to dive at, the game thinks Rufus is on the other side of Honda so even though Rufus still looks like he's facing in the right direction he must hold downback and press MK to get a dive kick. The left and right corners still work the same as for other characters with regard to whether or not you land in them or outside of them as with any other character, but Honda's hitbox as he falls/rises means that at the point you're usually inputting the dive kick command you're technically on the other side of him so need to reverse your input. If you do the dive kick earlier (before you touch the back wall) or later (when he's standing) then you can just input it normally.
With four bars of EX meter, Rufus can follow on from EX messiah kick FADC with an EX snake strike if he does not have ultra 1 meter available. E. Honda can punish the LK ender of messiah kick with ultra or super on block, so Rufus should usually opt for HK (which can still be punished with buttslam, but at least isn't as damaging as an ultra/super). E. Honda's body shape means that even when standing Rufus can place a divekick unusually high on his body and still combo into st.LK. |
El Fuerte
El Fuerte [character page] |
---|
Ultra 2 is a reliable punish against blocked Quesadilla Bomb or splash attacks.
A blocked Quesadilla Bomb can also be punished with cr.HP or EX Galactic Tornado. |
Elena
Elena [character page] |
---|
Elena's EX mallet smash move is -5 on block which makes it difficult to punish. Rufus might opt instead to try to interrupt its startup with a far st.MP or trade with st.HP. After blocking an EX mallet smash, Rufus can do LP Galactic Tornado which will interrupt any button Elena attempts as a follow-on to her pressure, though this will of course if she attempts an invincible uppercut. |
Evil Ryu
Evil Ryu [character page] |
---|
There is a timing at which Rufus can press cr.MP as an anti-air against Evil Ryu's jump-in where, if Evil Ryu attempts a normal jump-in attack, the anti-air will be successful, but if Evil Ryu attempts a divekick to delay his approach the cr.MP will recover in time for Rufus to block. The timing is earlier than Rufus would normally press anti-air cr.MP and might seem difficult to achieve consistently without practice.
Rufus' far st.MP should rarely be used in this matchup as it will lose reliably against Evil Ryu's cr.MK, which is far and away Evil Ryu's preferred poke. |
Fei Long
Fei Long [character page] |
---|
Fei Long's "chicken wing" attack is extremely useful to him in closing the gap to apply his pressure game, so it is well worth Rufus learning to anti-air on reaction with far st.HP. Even if it trades the trade is in Rufus' favour and frustrates Fei Long's approach.
far st.MP is a useful footsie tool to stuff Fei Long's rekka attacks. Fei Long's range of jump-in attack options make cr.MP the preferred anti-air for Rufus in this match, except when reacting to "chicken wing" approaches. |
Gen
Gen [character page] |
---|
If punishing Gen's waterfall kick feels difficult, a st.HP punish while Gen remains airborne is still reasonable damage.
If Gen neutral jumps to bait an EX messiah kick on Rufus' wakeup he can punish with Ultra 1. |
Gouken
Gouken [character page] |
---|
Gouken's diagonal fireballs, if poorly spaced, can be punished on reaction with cr.HP. It should go without saying that attempting a cr.HP before confirming that the diagonal fireball is on screen will often result in Rufus suffering damage.
Using Galactic Tornado to move through fireballs is not recommended due to the flexibility of Gouken's fireball game and his powerful punish options if he anticipates a Galactic Tornado approach. Gouken's focus attack is fast enough to crumple a high divekick. |
Guile
Guile [character page] |
---|
The speed and range of Guile's flash kick enable him to punish a blocked EX messiah kick FADC backdash. However, the flash kick is not fast enough to punish a blocked EX messiah kick FADC forward dash. Guile does have a fast jab he can use to punish this but the timing is strict.
A high/deep divekick on Guile's wakeup will beat flash kicks cleanly. He can anti-air reliably in this situation only with super, or his ultra 1 which can work though with stricter timing (and may sometimes only hit once). |
Guy
Guy[No Data] [character page] |
---|
Hakan
Hakan[No Data] [character page] |
---|
Hugo
Hugo [character page] |
---|
At close range, every hit of MP snake strike will hit a standing Hugo, making it an extremely damaging attack. Rufus can even link a cr.LP afterwards allowing him to continue the combo into EX Galactic Tornado, and even FADC from that into another MP snake strike and cr.LP link.
As a result of the above behaviour of MP snake strike, Rufus has some high-damage character-specific combos against Hugo but these may not prove to be particularly useful in normal play. However, the MP snake strike becomes a threat which Hugo must bear in mind on either character's wakeup, and work around. |
Ibuki
Ibuki [character page] |
---|
far st.LK is useful in checking Ibuki's approach if she is attempting to dash in, though it loses to slides. |
Juri
Juri [character page] |
---|
Rufus cannot use Galactic Tornado to pass through Juri's diagonal or low fireballs.
Juri's close st.HP is a great option against Rufu's divekick pressure - if Juri blocks a divekick and Rufus then attempts a second divekick, Juri's close st.HP will hit Rufus no matter how high or low he aims to place the divekick. However as this is a standing move it cannot be built into a crouch tech. A cleverly space cr.HP from Rufus can punish a fuhajin charge on reaction, so Juri must be careful only to charge fuhajins at full screen or during blockstrings. |
Ken
Ken [character page] |
---|
Rufus can't do two st.LKs after a divekick in his BnB against Ken = he has to do only one st.LK before continuing into st.HP.
st.HP is a good anti-air against Ken's speculative jumps because it hits directly above Rufus, so it can knock Ken out of the air in a normal jump and still catch his air tatsu attempts. st.MK is Rufus' best poke in this match as st.MP lacks the range to compete with Ken's normals. |
M. Bison/Dictator
M. Bison [character page] |
---|
Air to air, Rufus may want to opt for an early j.MK instead of his usual j.HK in order to minimise the risk of Dictator winning the interaction with his j.MP and juggling into ultra.
Although Dictator can alter his trajectory after a blocked headstomp, Rufus can cover a reasonable range of spaces with a st.HP after blocking the first section of the attack. If Rufus can position himself just outsideDictator's st.HK range, he can use cr.MP to counter-poke the st.HK and buffer a Galactic Tornado follow-up. |
Makoto
Makoto[No Data] [character page] |
---|
Oni
Oni [character page] |
---|
Rufus' far st.MP isn't a good option inside Oni's cr.MK range but it can be useful to poke speculatively outside Oni's range to discourage "surprise" slash attacks from Oni. |
Poison
Poison [character page] |
---|
Far st.MP is a useful button to stuff Poison's fireball startup. |
Rolento
Rolento[No Data] [character page] |
---|
Rose
Rose [character page] |
---|
Rufus should normally expect Rose to use backdash frequently as her best defensive tool. Option selects on Rose's wakeup will not work well so Rufus must commit to an action to either chase the backdash or pressure in place.
Rose's st.HK is good in this matchup, particularly for beating divekicks, but Rufus can whiff-punish with st.MK if he is looking for the opportunity. |
Rufus (Mirror)
Rufus [character page] |
---|
Jump back HP is a useful option in this match.
A whiffed cr.HP can be punished with a small step forward followed by cr.HP. |
Ryu
Ryu[No Data] [character page] |
---|
Sagat
Sagat [character page] |
---|
At the tip of Sagat's st.HK range Rufus can attempt a nj.MK or nj.HK to punish Sagat's anticipating a divekick and trying to anti-air with st.HK. If performed perfectly Rufus can then combo into cr.LP.
In USF4 Sagat's high tiger shot hitbox was reduced significantly on the underside in order to allow Hugo to crouch underneath it, meaning that Rufus can now cr.HP on reaction with no fear of being hit by the high tiger shot. |
Sakura
Sakura[No Data] [character page] |
---|
Seth
Seth [character page] |
---|
Rufus may wish to spend EX meter freely on EX snake strike in this matchup whenever the opportunity arises, due both to Seth's low health and his wide range of options for avoiding EX messiah kick. If Seth attempts a wall-jump approach during neutral play Rufus can anti-air easily with EX snake strike.
Seth's super can punish a blocked EX messiah kick FADC backdash. |
T. Hawk
T. Hawk [character page] |
---|
T. Hawk's forward-flying attack can be interrupted with far st.MP.
EX snake strike is a good anti-air in this match due to T. Hawk's size and his ability to vary his attack with condor dive. Blocked condor dives (including EX) can be punished with cr.HP. If the condor dive is very badly spaced then it can be punished with ultra 1. Galactic Tornado can be punished by T. Hawk's ultra 1 on block. If the Rufus player lacks confidence in his st.LK, st.HP BnB link, T. Hawk's hurtbox size means that the st.HP can be replaced with a st.MP for only 12 points less damage. |
Vega/Claw
Vega[No Data] [character page] |
---|
Yang
Yang [character page] |
---|
Rufus' st.HP is a strong anti-air option against high divekicks from Yang. |
Yun
Yun [character page] |
---|
Yun can use his lunge punch to punish a blocked EX messiah kick FADC backdash.
Rufus' st.HP is a strong anti-air option against high divekicks from Yun. |
Zangief
Zangief[No Data] [character page] |
---|
Frame Data
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Close LP | Close ![]() |
30 | 50 | 20 | HL | ch/sp/su | 4 | 2 | 7 | 12 | 2 | 5 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Close MP | Close ![]() |
80 | 100 | 40 | HL | sp/su | 5 | 2 | 10 | 16 | 2 | 5 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Close HP | Close ![]() |
100 | 200 | 60 | HL | sp/su | 6 | 2 | 23 | 30 | -7 | -2 | 18 | 23 | Forces stand | Forces stand | Forces stand | Reset | Reset | - | - | - | - | - | - | - | |||
Close LK | Close ![]() |
30 | 50 | 20 | HL | - | 4 | 2 | 6 | 11 | 3 | 6 | 11 | 14 | Cannot be chained into | Reset | Reset | - | - | - | - | - | - | - | |||||
Close MK | Close ![]() |
30*50 | 50*50 | 40*20 | HL | sp/su*- | 7 | 2(4)3 | 11 | 26 | 0 | 3 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Close HK | Close ![]() |
110 | 200 | 60 | HL | su | 8 | 2 | 21 | 30 | -5 | 0 | 18 | 23 | Forces stand | Forces stand | Forces stand | Reset | Reset | - | - | - | - | - | - | - | |||
Far LP | Far ![]() |
20 | 50 | 20 | HL | ch/sp/su | 5 | 2 | 5 | 11 | 4 | 7 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Far MP | Far ![]() |
90 | 100 | 40 | HL | sp/su | 7 | 2 | 12 | 20 | 0 | 3 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Far HP | Far ![]() |
120 | 200 | 60 | HL | - | 9 | 3 | 16 | 27 | -1 | 3 | 18 | 22 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Far LK | Far ![]() |
40 | 50 | 20 | HL | - | 6 | 2 | 7 | 14 | 2 | 5 | 11 | 14 | Cannot be chained into | Reset | Reset | - | - | - | - | - | - | - | |||||
Far MK | Far ![]() |
70 | 100 | 40 | HL | - | 10 | 2 | 17 | 28 | -4 | -1 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Far HK | Far ![]() |
90 | 150 | 60 | HL | - | 17 | 2 | 14 | 32 | 2 | - | 18 | - | Free Juggle | Free Juggle | Soft Knockdown | Soft Knockdown | - | - | Lower body: 1~13F | Lower body: 1~13F | - | - | - | ||||
Crouch LP | Crouch ![]() |
30 | 50 | 20 | HL | ch/sp/su | 4 | 2 | 8 | 13 | 1 | 4 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch MP | Crouch ![]() |
80 | 100 | 40 | HL | sp/su | 7 | 3 | 10 | 19 | 1 | 4 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch HP | Crouch ![]() |
100 | 200 | 60 | HL | - | 14 | 2 | 30 | 45 | -14 | -10 | 18 | 22 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch LK | Crouch ![]() |
20 | 50 | 20 | L | ch/sp/su | 4 | 2 | 9 | 14 | 0 | 3 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch MK | Crouch ![]() |
70 | 100 | 40 | L | sp/su | 6 | 1 | 16 | 22 | -3 | 0 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch HK | Crouch ![]() |
110 | 200 | 60 | L | - | 12 | 2 | 22 | 35 | -6 | - | 18 | - | Hard Knockdown | Hard Knockdown | Hard Knockdown | Hard Knockdown | - | - | - | - | - | - | - | ||||
Vulture Kick | Overhead![]() ![]() |
60 | 50 | 40 | H | - | 21 | 2 | 16 | 38 | -4 | -1 | 14 | 17 | Reset | Reset | - | - | Lower body: 7~20F | Lower body: 7~20F | - | 7~23F | - | ||||||
Glory Kick | ![]() ![]() |
50 | 50 | 40 | L | - | 21 | 2 | 12 | 34 | 0 | 3 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Fragrance Palm | ![]() ![]() |
100 | 150 | 60 | HL | - | 19 | 5 | 18 | 41 | -5 | - | 18 | - | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | - | ||||
Target Combo | ![]() ![]() |
70 | 100 | 30 | HL | - | 8 | 2 | 21 | 30 | -8 | - | 15 | - | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | - | ||||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
Neutral Jump LP | Neutral Jump ![]() |
50 | 50 | 20 | H | - | 5 | 7 | - | 11 | - | - | Reset | Reset | - | - | - | Lower body: 1~11F | - | - | - | ||||||||
Neutral Jump MP | Neutral Jump ![]() |
80 | 100 | 40 | H | - | 6 | 5 | - | 10 | - | - | Reset | Reset | - | - | - | Lower body: 1~10F | - | - | - | ||||||||
Neutral Jump HP | Neutral Jump ![]() |
100 | 200 | 60 | H | - | 5 | 7 | - | 11 | - | - | Reset | Reset | - | - | - | Lower body: 1~11F | - | - | - | ||||||||
Neutral Jump LK | Neutral Jump ![]() |
50 | 50 | 20 | H | - | 5 | 6 | - | 10 | - | - | Reset | Reset | - | - | - | Lower body: 1~10F | - | - | - | ||||||||
Neutral Jump MK | Neutral Jump ![]() |
90 | 100 | 40 | H | - | 4 | 6 | - | 9 | - | - | Reset | Reset | - | - | - | Lower body: 1~3F | - | - | - | ||||||||
Neutral Jump HK | Neutral Jump ![]() |
110 | 200 | 60 | H | - | 6 | 4 | - | 9 | - | - | Reset | Reset | - | - | - | Lower body: 1~9F | - | - | - | ||||||||
Angled Jump LP | Angled Jump ![]() |
50 | 50 | 20 | H | - | 6 | 6 | - | 11 | - | - | Reset | Reset | - | - | - | Lower body: 1~11F | - | - | - | ||||||||
Angled Jump MP | Angled Jump ![]() |
80 | 100 | 40 | H | - | 6 | 9 | - | 14 | - | - | Reset | Reset | - | - | - | Lower body: 1~14F | - | - | - | ||||||||
Angled Jump HP | Angled Jump ![]() |
100 | 200 | 60 | H | - | 7 | 5 | - | 11 | - | - | Reset | Reset | - | - | - | Lower body: 1~11F | - | - | - | ||||||||
Angled Jump LK | Angled Jump ![]() |
50 | 50 | 20 | H | - | 6 | 7 | - | 12 | - | - | Reset | Reset | - | - | - | Lower body: 1~12F | - | - | - | ||||||||
Angled Jump MK | Angled Jump ![]() |
80 | 100 | 40 | H | - | 7 | 5 | - | 11 | - | - | Reset | Reset | - | - | - | Lower body: 1~16F | - | - | - | ||||||||
Angled Jump HK | Angled Jump ![]() |
50*40 | 50*100 | 60*20 | H | - | 7 | 3(4)3 | - | 16 | - | - | [1st Hit]: Free Juggle, [2nd Hit]: Soft Knockdown | [1st Hit]: Free Juggle, [2nd Hit]: Soft Knockdown | - | - | - | - | - | - | JP: 0*1 | ||||||||
Falcon Kick | Dive Kick Air ![]() ![]() |
70 | 100 | 40 | HL | - | 11 | Until ground | - | 11 | -4~7 | 0~11 | Lower connect gives better frame advantage | Reset | Reset | - | - | - | - | - | - | JP: 1 | |||||||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
Focus Attack (Level 1) | Level 1 Focus | 80 | 100 | 20 | HL | - | 10+11 | 2 | 35 | 57 | -21 | -21 | 16 | 16 | Range: 1.761 | Crumple | Soft Knockdown | Soft Knockdown | 1~10F | - | - | - | - | - | - | ||||
Focus Attack (Level 2) | Level 2 Focus | 100 | 150 | 40 | HL | - | 18+11 | 2 | 35 | 65 | -15 | - | 22 | - | Range: 1.761 | Crumple | Crumple | Free Juggle | Free Juggle | 1~18F | - | - | - | - | - | - | |||
Focus Attack (Level 3) | Level 3 Focus | 160 | 200 | 60 | - | - | 58 | 2 | 35 | 94 | - | - | - | - | Range: 1.761, cannot hit pre-jump | X | Crumple | Crumple | Free Juggle | Free Juggle | 1~57F | - | - | - | - | - | - | ||
Red Focus Attack (Level 1) | Level 1 Red Focus | 100 | 100 | 20 | HL | - | 10+11 | 2 | 35 | 57 | -21 | -21 | 16 | 16 | Range: 1.761, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block | Crumple | Soft Knockdown | Soft Knockdown | 1~10F (99 hits) | - | - | - | - | - | - | ||||
Red Focus Attack (Level 2) | Level 2 Red Focus | 150 | 150 | 40 | HL | - | 18+11 | 2 | 35 | 65 | -15 | - | 22 | - | Range: 1.761, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block | Crumple | Crumple | Free Juggle | Free Juggle | 1~18F (99 hits) | - | - | - | - | - | - | |||
Red Focus Attack (Level 3) | Level 3 Red Focus | 240 | 200 | 60 | - | - | 58 | 2 | 35 | 94 | - | - | - | - | Range: 1.761, Opponent gains 30 meter on hit, cannot hit pre-jump | X | Crumple | Crumple | Free Juggle | Free Juggle | 1~58F (99 hits) | - | - | - | - | - | - | ||
EX Red Focus Attack (Level 1) | Level 1 EX Red Focus | 100 | 100 | 20 | HL | - | 10+11 | 2 | 35 | 57 | -15 | - | 22 | - | Range: 1.761, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block | Crumple | Crumple | Free Juggle | Free Juggle | - | - | - | - | - | - | - | |||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
Head Bazooka | Forward Throw | 135 | 120 | 40 | 0.907 | - | 3 | 2 | 20 | 24 | - | - | - | - | Opponent recovers 74F after you recover | X | Hard Knockdown | - | - | - | - | - | - | - | - | - | - | ||
Hand Machinegun | Back Throw | 130 | 160 | 40 | 0.907 | - | 3 | 2 | 20 | 24 | - | - | - | - | Opponent recovers 36F after you recover | X | Hard Knockdown | - | - | - | - | - | - | - | - | - | - | ||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
Messiah Kick | Messiah Kick ![]() |
80 | 100 | 20/30 | HL | - | 24 | 2 | 8 + After landing 20 | 53 | -9 | -5 | 21 | 25 | After landing 3F~ can cancel into followup, builds 10 meter on block | Soft Knockdown | Soft Knockdown | - | - | - | - | - | 10F~ | JP: 7 | |||||
Messiah Kick ![]() |
80 | 100 | 20/30 | HL | - | 26 | 2 | 11 + After landing 20 | 58 | -12 | -8 | 21 | 25 | After landing 3F~ can cancel into followup, builds 10 meter on block | Soft Knockdown | Soft Knockdown | - | - | - | - | - | 10F~ | - | ||||||
Messiah Kick ![]() |
80 | 100 | 20/30 | HL | - | 35 | 2 | 5 + After landing 20 | 61 | -6 | -2 | 21 | 25 | After landing 3F~ can cancel into followup, builds 10 meter on block | Soft Knockdown | Soft Knockdown | - | - | - | - | - | 10F~ | - | ||||||
EX Messiah Kick | Messiah Kick ![]() |
15x4*20 | 10x4*50 | -250/0 | HL | - | 11 | 3(1)2(1) 2(1)2(8)2 |
6+27 | 65 | -14 | -10 | 21 | 25 | After landing, 2~17F can cancel into followup, opponent gains 15x5 meter on hit, 10x4*5 on block | Soft Knockdown | Soft Knockdown | - | All: 1~13F | - | - | - | 11F~ | JP: 0*1*2*3*4 | |||||
High Attack | Messiah Flash Kick Followup | 60 | 100 | 20/30 | HL | su | 12 | 4 | 14 + After landing 21 | 50 | -18 | - | 21 | - | Builds 20 meter on block | X | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | All: 1~11F | - | - | - | 14F~ | JP: 7 | ||
Low Attack | Messiah Low Followup | 80 | 100 | 20/30 | L | - | 19 | 2 | 22 | 42 | -3 | - | 21 | - | Builds 20 meter on block | Hard Knockdown | Hard Knockdown | Hard Knockdown | Hard Knockdown | - | - | - | - | - | - | - | |||
Mid Attack | Messiah Overhead Followup | 90 | 150 | 20/30 | H | - | 26 | 5 | After landing 19 | 49 | -3 | - | 21 | - | Builds 20 meter on block | Hard Knockdown | Hard Knockdown | Hard Knockdown | Hard Knockdown | - | - | - | - | - | 9F~ | - | |||
Galactic Tornado | Galactic Tornado ![]() |
40*50 | 50*50 | 20/10*20 | HL | su*- | 10 | 8(6)2 | 20 | 45 | -1 | - | 21 | - | Builds 8*10 meter on block | X | X | - | - | - | - | - | - | JP: 1*0 | |||||
Galactic Tornado ![]() |
50*20*40 | 50x3 | 20/10*10*20 | HL | su*-*- | 14 | 10*11(5)2 | 20 | 61 | -1 | - | 21 | - | Can move forward during rotation, builds 8x2*10 meter on block | X | X | - | - | - | - | - | - | JP: 1*0*0 | ||||||
Galactic Tornado ![]() |
50*20*50 | 50x3 | 20/10*10*20 | HL | su*-*- | 15 | 10*11(5)2 | 20 | 62 | -1 | - | 21 | - | Can move forward during rotation, builds 8x2*10 meter on block | X | X | - | - | - | - | - | - | JP: 1*0*0 | ||||||
EX Galactic Tornado | Galactic Tornado ![]() |
0*130 | 0*100 | -250/0 | HL | su*- | 11 | 19(3)1 | 22 | 55 | -2 | - | 21 | - | 13~14f cancellable, 1st hit cannot hit airborne, opponent gains 5*10 meter on hit, 4*5 on block | X | X | [1st Hit]: Vacuum effect, [2nd Hit]: Soft Knockdown | [1st Hit]: Vacuum effect, [2nd Hit]: Soft Knockdown | [2nd Hit]: Soft Knockdown | [2nd Hit]: Soft Knockdown | - | - | - | - | - | - | JP: 0*3 | |
Snake Strike | Snake Strike ![]() |
40x5 | 40x5 | 20/16x7 | HL | - | 8 | 1(3)1(3) 1(4)1(3)1 |
1+17 | 43 | 2 | 6 | 21 | 25 | Builds 10x5 meter on block | - | - | - | - | - | 1F~ | JP: 1x3*2x2 | |||||||
Snake Strike ![]() |
40x7 | 40x7 | 20/16x7 | HL | - | 7 | 1(3)1(2)2(3) 1(3)1(3)1(3)2 |
2+17 | 51 | 0 | 4 | 21 | 25 | Builds 10x7 meter on block | - | - | - | - | - | 1F~ | JP: 1x3*2x3*3 | ||||||||
Snake Strike ![]() |
40x7 | 40x7 | 20/16x7 | HL | - | 6 | 1(3)1(2)1(3) 2(2)1(3)1(3)1 |
4+17 | 50 | -1 | 3 | 21 | 25 | Builds 10x7 meter on block | - | - | - | - | - | 1F~ | JP: 1x3*2x3*3 | ||||||||
EX Snake Strike | Snake Strike ![]() |
30x7 | 30x7 | -250/0 | HL | - | 7 | 1(1)2(1)1(2) 2(1)1(2)1(2)1 |
15+17 | 56 | - | - | - | - | [Counter hit vs Airborne] increased knockback, opponent gains 8x7 meter on hit, 5x7 on block | - | All: 1~10F | - | - | - | 1F~ | JP: 1~7 sequentially | |||||||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
Spectacle Romance | Super Combo ![]() |
100*80*150 | 0 | -1000/0 | HL | - | 1+6 | 1(14)1 | 29 | 51 | -9 | - | 21 | - | Restands opponent on air hit, 2nd-3rd Hit armor breaks, 3rd hit triggers on a successful 2nd hit and starts in 104f, opponent recovers 79 frames after you recover, opponent gains 20x3 meter on hit, 5x2 on block | X | [1st~2nd Hit]: Forces stand, [3rd Hit]: Hard Knockdown | [1st~2nd Hit]: Forces stand, [3rd Hit]: Hard Knockdown | [1st~2nd Hit]: Forces stand, [3rd Hit]: Hard Knockdown | [1st~2nd Hit]: Forces stand, [3rd Hit]: Hard Knockdown | - | All: 1~5F | - | - | - | - | JP: 127 | ||
Super Combo ![]() |
100*80*150 | 0 | -1000/0 | HL | - | 1+13 | 2(14)1 | 29 | 59 | -9 | - | 21 | - | Restands opponent on air hit, 2nd-3rd Hit armor breaks, 3rd hit triggers on a successful 2nd hit and starts in 104f, opponent recovers 79 frames after you recover, opponent gains 20x3 meter on hit, 5x2 on block | X | [1st~2nd Hit]: Forces stand, [3rd Hit]: Hard Knockdown | [1st~2nd Hit]: Forces stand, [3rd Hit]: Hard Knockdown | [1st~2nd Hit]: Forces stand, [3rd Hit]: Hard Knockdown | [1st~2nd Hit]: Forces stand, [3rd Hit]: Hard Knockdown | - | All: 1~6F | - | - | - | - | JP: 127 | |||
Super Combo ![]() |
100*80*150 | 0 | -1000/0 | HL | - | 1+15 | 3(14)1 | 29 | 62 | -9 | - | 21 | - | Restands opponent on air hit, 2nd-3rd Hit armor breaks, 3rd hit triggers on a successful 2nd hit and starts in 104f, opponent recovers 79 frames after you recover, opponent gains 20x3 meter on hit, 5x2 on block | X | [1st~2nd Hit]: Forces stand, [3rd Hit]: Hard Knockdown | [1st~2nd Hit]: Forces stand, [3rd Hit]: Hard Knockdown | [1st~2nd Hit]: Forces stand, [3rd Hit]: Hard Knockdown | [1st~2nd Hit]: Forces stand, [3rd Hit]: Hard Knockdown | - | All: 1F | - | - | - | - | JP: 127 | |||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
Space Opera Symphony | Ultra Combo 1 | 32*32* 38x7*90 |
0 | 0/0 | HL | - | 0+9 | 3(6)3(10)3(22) 3(17)2(6)3(9) 3(2)3(14)2 |
32 | 151 | -13 | - | 22 | - | 9th hit armor breaks, pursuit property, 9th hit triggers 10th hit, opponent recovers 88F after you fully recover, opponent gains 20x10 meter on hit, 5x9 on block | X | Hard Knockdown | Hard Knockdown | Hard Knockdown | Hard Knockdown | - | All: 1~9F | - | - | - | - | JP: 127 | ||
Big Bang Typhoon | Ultra Combo 2 | 47*17*17* 18x14*27 |
0 | 0/0 | HL | - | 0+11 | 88 | 87 | 185 | -74 | - | - | - | 1st hit cannot hit airborne, opponent gains 5*10x18 meter on hit, 4*5x18 on block | X | [1st Hit]: Vacuum, [18th Hit]: Hard Knockdown | [1st Hit]: Vacuum, [18th Hit]: Hard Knockdown | Hard Knockdown | Hard Knockdown | - | All: 1~12F | - | All: 13~98F | - | - | JP: 0 (if any hit connects vs airborne all hits become JP: 127) | ||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |