u1 dmg is ok it should be reduce a bit after target combo.
Andreas changes.
[details=Spoiler]EX Messiah Changes
There has been a lot of demand from Rufus players to fix Rufus’s EX Messiah from going over crouching opponents, I just want to say that I’m not In favour of this at all, in my opinion, this will make Rufus’s wake up game too powerful and thoughtless, since even on block EX Messiah can lead into a potentially effective mix up on some characters who do not have guaranteed options to beat out the follow-ups (example; Ibuki and Sakura), furthermore, not every character has a reliable safe meaty such as Boxers cr.lp which can recover in time to block a wakeup EX Messiah, and I believe that this will be unfair to those characters .
However, I do think EX Messiah should be changed so it does not go over characters that out right beat Rufus on the ground and have very effective defence options against his pressure, a good example of a character that fits this criteria is Seth.
Seth can beat every follow up of a blocked EX Messiah 100% guaranteed with Ultra 2, Normal DP and EX DP and can also safe meaty with cr.lk or cr.jab, so why does it make sense that in this case EX messiah should go over his him as well?
Other characters that should not be able to make Messiah go over them are Adon, Ken and Viper since they do perfectly fine on the ground game and do not need free pressure.
Another balance idea for EX Messiah would be to nerf the follow-ups by increasing the frame disadvantage of the hard kick follow-up from -1 to -2 and the medium kick follow-up from 0 to -1 on block, or reducing the damage of EX Messiah (flip included) from 140 to 130 in exchange for the Messiah to never go over a crouching opponent, unless they have a normal that they can use which lowers their hit box but puts them at some risk to make the ex-messiah whiff, for example; Rose’s crouching hard kick.
Why Rufus’s Dive Kick Should Not Be Nerfed
People who are asking for a height restriction on Rufus’s dive kick clearly have no understanding of how Rufus works.
Firstly, if Rufus was given a height restriction on his dive kick (like Yun and Yang) he would be rendered almost useless and would make most match-ups unwinnable.
Due to Rufus’s huge jump arc and below average ground normals, it’s important that he has no restriction on his dive kick to allow him to manoeuvre around fireballs and pokes and most importantly to keep the opponent guessing and on their toes.
Secondly, Rufus does not have good normals for frame traps, unlike Yun, who has good normals and a command grab, Rufus pressure revolves almost entirely around throwing or dive kicking throw attempts and crouch techs, if Rufus had a height restriction on his dive kick, he would not be able to effectively pressure characters with fast recovering crouch techs, such as Bison or Chun Li, essentially giving the opponent nothing to fear and thus making him useless ….because he’s not going to win by playing footsies lol.
Now for the people who are saying ‘nerf the frame advantage on a blocked dive kick’ do not have an understanding on how to fight Rufus.
Rufus can only ever be on frame advantage after a blocked dive kick if it’s blocked under the knees, and even then he has no true block string off of this, which means a reversal is still a threat.
Now if the opponent is standing and they block a dive kick on the head or neck, in most cases this leaves Rufus on negative frames, this means that a mashed 3 or 4frame normal from the opponent will keep Rufus grounded if he attempts to go for another dive kick and consequently can lead into a combo, therefore putting Rufus at a disadvantage and preventing him from ‘abusing’ dive kicks.
Other Changes
-Fix Ultra 1 so that opponents don’t fall out after 1 hit when used as an anti-air
Even if it doesn’t get full hits of the ultra, it’s better than the opponent falling out after 1 hit and being able to punish.
-Ultra 1 damage should be reduced from 460-410
-Target Combo into Ultra damage should be reduced from 425-390
Too easy to land now that it hits on everyone crouching and does too much damage on low health characters
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LK Messiah should never go over any crouching opponents.
It makes no sense for this to go over crouching opponents; it’s not even invincible and loses to meaty attacks on wakeup thus making it very risky to use.
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Forward throw damage should be reduced from 150-135
Maybe in Vanilla this was acceptable but now I think it just does too much damage.
-More range on crouching medium kick
Currently Rufus has no answer for characters with far travelling and fast recovering focus back dashes, more specifically Fei Long, more range on Rufus cr.mk he could prevent these characters from abusing this by catching the focus back dashes with cr.mk into EX Tornado before they can recover.
-More sctive frames on far medium punch and crouching medium kick
-Wishful thinking buff Make his offensive crouch forward medium kick roll +1 on block
Just throwing this one out there; would be useful against characters with 3 frame normals.
What Would These Changes Do?
I think these changes would make Rufus more of a balanced character by making his match ups more even across the board instead of being either really good or really bad for him. But of course Rufus players will have to accept that some match ups will always be an uphill battle cough nerf fei long please cough.
it might look like I’m trying to nerf my own character too much, but my thinking is that with the removable of unblockables and a good chance of most of the vortex characters being nerfed in version 2013, Rufus will be more than a capable character even with these damage nerfs.[/details]
I think hes right in almost all except the ex messiah, it shouldnt go over characteres “on hit”, thats pretty retard.