What was his tag? There’s not a lot of good European Rufus players. I think RM 2 Society is the best I know of, but he never plays defensively. His play style is ‘get in dat ass!’
In general my play style with Rufus is to keep on him at all times, don’t give him the chance to get divekick pressure going. In the poke game, he can whiff punish you with cr. fierce
Surprised to hear of any Rufus playing defensively…I understand it if the timers running low but otherwise, he just goes nuts, especially against characters who have no normal DP.
I find Andreas can have quite a defensive style, similar to Justin Wong. As annoying a character Rufus may be, he definitely does have different styles which are highlighted by the difference between Justin Wong (defensive) and Ricky Ortiz (offensive) play styles. Justin likes to try and out-patient his opponent so they do something stupid which he can react to. Ricky tends to just go nuts. Both can work well.
So, I’ve been messing around Adon - and I went to the Adon SRK forum to try get an answer for something. I look at their posts and…well that part of the forum seems dead. I mainly hang around the Guy thread but - I guess the activity here is pretty good compared to other characters.
With Guy, I’m always used to finishing combos, even if the character is crouching you still can get the st.MP >slide combo.
With Adon, his jaguar kick ender seems to whiff quite a lot on crouchers…a lot of the time I can’t finish combos at all. Was hoping to ask about this and what can be done, if anything.
Speaking of Adon, how does one deal with an Adon who continuously cross up jumps on you? Close HK anti air doesnt come out quick enough, and cr MP gets stuffed by cross up.
It seems doing a late cr MK does justice. I often have trouble against a regular Adon who is infamous for his randomness. The back and forth jumping LK/MK gives me more trouble than it should.
Whether it’s negative on block or not, Guy’s U2 cannot reach Rog after blocking the punches, you’d have to do a reaction Ultra. But Ultra 1 can also be used this same way, as well as a combo ender, so U1 is still the better choice.
i like to use U2 against balrog for when they do so many jabs. especially one that trys to punish everything with jabs and jab traps. U2 can catch them where U1 cant. and its always unscaled damage. but i guess it depends on your opponent. U2 is somewhat of a deterrent as well, the purple is kind of a warning sign against frame traps or never ending aggression. if that makes sense. thats just my opinion though
Found a nice little back throw setup I’ve been experimenting with in the corner.
Back Throw - Forward dash, cr.lp, forward jump. On a good amount of the cast this will cause J.HK to hit though if they block cross up some characters will walk away scotch free, now obviously j.mk will hit. But Elbow really makes this setup quite interesting. I’ve been testing it on Cammy lately and if you time the elbow correctly, it’ll hit Cammy, now she can block this in either direction but if she were to DP even Delay DP she’ll autocorrect into the corner while you land behind her for a full punish. So I’m pretty sure depending on the timing of the elbow this may work on other members of the cast besides maybe the charge characters.
Nice stuff Blood, thanks for sharing
Refering to the new video about Guy dropped in SRK… guys, did l see what l think l saw? That player cancelled the ex bsk into run stop… please someone explain it… l hope it can be something positive after the aparent nerf to exbsk’ start up to 2f? I hope lm not missunderstanding it. And if l am… lm sure you can help me. Thank you
EX Tatsu from 4 frames to 2 frames is a buff, but the whole scenario of cancelling it into other moves and it being 2 frames is apparently a glitch. So likely it will be fixed, whether or not the 2 frame stays is unknown to us but It likely will be reverted back to 4 or unless they feel generous 3.
That happens in a few situations, mostly due to hitbox collisions of the character and such. I’ve even managed to punish an HP or EX Shoryu from Ken with Cl.HK, I’ll actually cross through Ken hitting the HK then return to the side that I was originally on and continue the punish. AE has some weird things happen.
You may be able to walk forward and st.lp slightly but st.mp/cr.mp may be the better option for not dropping.
I had this thought a while back, that if I could give Guy 1 new move for a future fighting game, I would give him a move called ‘Elbow Rush’. It’s basically crHp cancelled from Command Run. Of course I would change the frame data to suit the move accordingly. Start up would be maybe 2 frames faster, it would do less stun on hit but leave you closer to the opponent for more pressure options and do less damage. Elbow Rush cancelled from Run will slide slightly forward if its whiffed, making you slightly vulnerable, but safe on block. ‘It’s basically a running frame-trap’.
That dash combo seriously destroys everything in its path lol.
Is Final Fight 3 supposed to be set after SF4? I kind of assumed so because Guy has that one dash combo, and his “focus attack” is mastered to the point where he shoots fire.