Not to mention they’re hard to see or react to, if at all possible, especially during frame traps.

But with the fadc changes if they stay you’ll be more incline to reacting now.

U2 looks even better with the bigger window against FADC forward.

You buffer two hcb and react according to which direction the opponent FADC to.

Press 3 punches if forward (U2 comes out), press 2 punches if back (EX hozanto)

Corner Carry: Just Back Throw and Command Run. This is character specific to Rufus and a few other characters I believe to help keep Rufus in the corner more often.

Cross-Up Elbow Drop: Guy can Normal Elbow Drop, cross-up against a crouching Rufus who is holding down-back. The best way to land this I found is to create a block-string and Elbow Drop either from the front or back. Beaware and only use this sparringly because Rufus has easy options against this. I’ve actually landed this serval times against unexpecting Rufus players. It’s gimmicky but fun if landed in a real match.

You can land it on him standing as well, off of run slide you do a walk back a bit, forward jump elbow drop. Works on Hakan as well.

Anybody catch Kevin’s Guile during winterbrawl. He defeated both Justin’s and Ricky’s Rufus to win the whole thing.
It was impressive cos their offense is so crazy. He jumped a lot between frametraps. Jump back heavy kick/fierce. Also used Guile’s air grab a lot too. This way he avoided the throw/dive kick dive kick mix ups. It didn’t always work of course but it did a lot for him.

I think that’s something Guy can perhaps incoroprate with jump back Heavy kick? Also instead of using instant air grab, actually do a normal jump and then do the motion, cos otherwise the throw may just whiff due to Rufus being too high up.

Basically what I took from those sets is that, you don’t just sit and block cos you’re gonna get opened up by the divekick pressure. Kevin focus backdashed, neutral jumped, back jumped, and at times blocked too. There was an instant where he literally just help up in the corner, getting reset many times but eventually winning.

Afo you can use j.mp for a better result since it comes out faster. With the izuna grab you can any version honestly I’ve had success with every version but I typically use lp since they are going to descend they will move in the hitbox. Otherwise mp is a go toosince if mess up the input I’m throwing out a normal.

Yeah I thought about jumping MP too…question is, would Guy get blown up by Rufus’ jumping heavy kicks…that’s killer.

I think ex will beat that threat but maybe we’ll trade. Trading isn’t too bad but it doesn’t give rufus the better outcome.

I’m starting to like Ninja Sickle in the Rufus match up. Rufus can spam his dive kick against Guys wake up, but Guy in return can use an air borne Ninja Sickle against Rufus wake up. Rufus reversals don’t seem to work that well and usually will get stuffed or whiff. Ex Messiah Kick can technically fully hit but he has to delay it at the very last second. An instant Ex Messiah Kick will only do 15 damage, at least from my testing. Ex Snake Strike will whiff and Guy will recover faster than Rufus for a punish. Guy can even use Ninja Sickle in Block Strings that will work as an Anti-Forward Jump, Anti-Ex Messiah Kick and Anti-Snake Strike. Rufus defensive options are Focus Attack (red focus in ultra), Ultra 1 and 2, Super Combo and Back Dash. I’m starting to see some potential with Ninja Sickle in this match up and others.

Airborne Ninja Sickle is a blessing in many areas.

Meterless Ultra 1 against a Crouching Rufus in the corner examples: 1). Neck Flip, crLk, Target Combo ~ Low Hozanto, Ultra 1 = 400 dmg - 356 stun. 2). Jump In Hk or Neutral Jump Hp, stMk, crLp, Target Combo ~ Low Hozanto, Ultra 1 = 445 dmg - 516 stun. 3). Close stMk, crLp, Target Combo ~ Low Hozanto, Ultra 1 = 410 dmg - 356 stun.