If you have problems to pull Hp xx HP tornado, maybe you could do it by using negative edge.
Its not even pressing it or anything. Like I want to say that the happ setup is shit and that is the reason, but I don’t want to bitch like a little girl. I keep asking that question but I already know the answer, so I’m gonna shutup about it.
Jump towards HK and Jump straight up HP are all I ever use for air-to-air.
Jump towards Hk gets beat by like everything with a longer reach, and jump up HP is pretty situational, and hard to use with a fb coming at you. j.HP seems to work, and mp if they are higher than you.
Tonight I got beat hard by max, scott, and tommy. Seems the more I play the more I get figured out. But I hate how ex messiah will go over someone crouching if your right next to them. Such bs and a free throw/combo for them.
Ah yeah, I’ve seen that combo, but I think it might be c.lp ex MWT, not sure, they look very similar, I’ll add that to my list :o
hmm, I will try this too
I’ve seen Ino do it, and I have done this, but only on gief… so I will add this to something I will try on Ryu, and hopefully blanka, but damn I hate combos on blanka
Oh lordy! I will try to help as much as possible.
As GG said, look to j. HK, it does get stuffed by an earlier move, but that move has to be REALLY early, like sagats leaning elbow in the air (j.lp maybe?) in which case you can see him do it before you get up in the air, so aa. st. hp him! normally sagats will go for deep j. HK on you so they can do c.lk, c.lk, c.lp, tiger upper, or just cr.mk tiger upper, or actually, anyone of there 190098123089102938 combos.
To stop a fireball spammer, you have to realize the level you are playing against. Somewhere in this thread, I have mentioned ways to deal with fireballs, keep in mind, they can’t always hit you, and they shouldn’t! Saving the first one, dive kicking the second or just dping over them are all pretty safe if you know your limits, like if guile booms mid screen and you dive kick into his somersault, you’re just being a bit silly.
For a newb player, I let them spam, I saving a lot to let them know that I am taking damage, this allows them to continue to fireball spam because they think…
“Wow, even if he blocks this he is taking so much chip damage”
so much to the point where when they throw the next fireball, I easily hp MWT right into their face, nulling the fireball and hitting them in the process. When I made the gap really close, I think to myself
“will this guy random shoryu?” if so, no dive kicks for me, keep in their face with your hand on the throw button just in case.
newb players can be CONDITIONED, jump all the time and they will shoryu next time they get knocked down, use this to your advantage. I must admit, I sandbag a lot of US players just so I can work on target combos, I wanted to force a ryu to jump in at me, so I completely controlled the ground with MWT and EX messiah, waited for him to jump, and tried the j. HK, j. HK (1 hit), lp snake strike into ultra. needless to say, I messed it up, but I’m sure it works
against someone who actually knows their fireball ranges, its all about getting one hit in, then avoiding the rest of the fireballs
remember, winning by time limit is still winning. Let them spam all day, you can spam dp and go over it, or just wait for sagat to do a high tiger shot then cr. hp his balls!
You have a lot of options against fireballs, and by not having a fireball, you are telling your opponent that them spamming is useless and stupid!
Great stuff Kesh and Wafflemonkey.
That Jump back HP trick is very nice, very reminiscent of some 3S shoto style tactics.
Kesh, you mentioned you wanted to come up with some block strings and flowcharts earlier, you want to add some more to these:
High / Low Mixup
Dive Kick (blocked), cr.Lx XX Jab MWT. (Safe on block)
Dive Kick (blocked), close HP XX Fierce MWT. (Safe on block)
Dive Kick (blocked), cr.LK (blocked), walk up throw.
Dive Kick (blocked), overhead.
Dive Kick (blocked), Dive Kick again (triangle jump to make Dive Kick really close to the ground), cr.lk xx MWT.
Dive Kick (blocked), cr.LK, cr.LK, cr.LK, cr.LK, roll (blocked or hits), throw.
Throw Mixup
Dive Kick (blocked / whiffed), walk up and throw.
Dive Kick (blocked / whiffed), walk up EX Messiah Kick.
Dive Kick (blocked / whiffed), Jump Back Fierce.
Dive Kick (blocked / whiffed), walk up LK->HK launcher, Snake Strike / Ultra
Cross-Up Mixup
Dive Kick (blocked), Jump Up Dive Kick to other side. Rinse and repeat if desired.
Dive Kick (blocked) Jump straight up, Jump MK / HP on way down, go into blockstrings on landing.
Baiting Tactics
Whiff Dive Kick, Focus Attack xx Dash Back
Whiff Dive Kick, Jump Up.
Whiff Dive Kick, Jump Backwards, Dive Kick
Blockstrings
cr.LK, cr.LK, walk up throw
cr.LK, cr.LK, cr.LK, cr.LK. (can substitute LP for LK)
cr.LK, cr.LK, cr.LK, cr.LK, roll. (can substitute LP for LK)
cr.LK, cr.LK, cr.LK, cr.LK, Sweep.
I’ve started all of the Dive Kick mixups as assuming the opponent blocked, because if your Dive Kick hits, well you should be going straight into a combo, so need to explain that.
god damn that is sexy GG
gonna read it in a bit and comment
thanks for your work!
good shit GG, but I must add, if the opp jumps when you whiff the dive kick…what do you do? im guessing MP/EX Snake Strike could work or an anti air Ultra, or the jump HK --> Snake Strike
^ It depends on the situation. My gut instinct would actually be to tap MP + MK and Focus Attack because the opponent may have tried like a Jump Back Kick. It would also keep you safe if they tried an SRK too.
If I noticed they jumped straight up, then I would probably go for HP, if either the Close HP or Far HP comes out, they’ll pretty much get clobbered.
Also let me just add that these “flowcharts” aren’t flow charts per se, they are just a range of tactics that could be used when in close to the opponent. I just play to condition them in such a way that I can setup landing a big combo like HP xx HP Tornado, or combo-ing into Ultra.
IMO Playing Rufus is all about getting in. Once you get in, then if your mind games are solid, you should win as he has a lot of good options. In that respect he plays similarly to Yang and even Dudley from 3S, which as you can tell by my avatar, is probably why I like playing Rufus. The other being that Rufus likes his food, just like me :).
Lots of good stuff. The main thing i was trying to get at with the air to air thing is a guile who throws a slow boom and then jumps to follow it up with a j.MK. That gave me alot of trouble.
Played a sim player last night. O…m…g I think this might be one of rufus’ harder matches. This guy wasn’t screwin around either. He would do fb from across the screen and wait to see what you would do. He would constantly jump back HP, low hp, until he was in the corner, then just tele out and repeat. Only advice i can give against sim is do exactly what they do. Wait and see what they do, then react.
Ie:
He throws a fireball, wait till it gets close and do a late dive kick over it.
He jumps back, if you are not full screen, than a roll will get you out of range of his j.Hp.
Fa is god against sim. You can hit any of his pokes from any where on the screen. Its almost unfair. j.HP? FA, c.HP? FA, fireball? early dive kick over and immediately fa when you get to the ground. Its not a ton of damage, but its a knockdown, and thats all we need.
I don’t want anyone to waste a dollar or anything but if you get the chance, could someone check if hpMWT can go through sims ult? i saw a gief almost go through it with the spinning lariat.
And speaking of, how do you hit him out of this? with sagat you can late tiger knee, or late fb, but so far all of rufus’ pokes that i have tried have gotten beat.
O and I did mean c.Lp for all of those times i typed c.Mp. Anyone find a good use for c.Mp? does it at least have priority? can it cancel into specials?
ok i tried out that lk, mp, hpMWT combo and that shit is hard to connect ;[
of course, I never meant another thing. Of course it depends on the player/situation when are you gonna use them. and of course Rufus goal is to do big damage with his combos which he has many, and of course his ultra which as posted in this thread it has many set-ups.
well lk>mp is a link, and mpxxMWT is a cancel, so maybe that helps.
Not sure though if it is HpMWT or MpMWT, so if anyone knows…
one other thing i don’t think i mentioned earlier is that his best aa is his revenge. Its ridiculous. Their entire body can be above his head and all the hits will connect. Its awesome really.
I’m going to CF as early as I can (around 12pm-1pm) and will stick around till 5pm working on all sorts of rufus nonsense. I really want to get down ex messiah kick xx saving cancel xx ex snake strike down!
its a waste of a bar, but does ridiculous damage.
I will also work on that link, (lk, mp, mwt [hp? mp?], ultra if near corner) I will post back with my findings
Ex Snake Strike on the end of that combo is a waste though!
Also, it’s just theory, but try this combo: Dive Kick, cr.Lk xx EX Messiah Kick, LK Flip Kick, Focus Attack -> Dash Cancel, Link Snake Strike, Link Ultra (in corner).
If it works, I am patenting it as the GGM combo!
i can confirm that you can land ultra after mwt in the corner, its pretty easy too.
and that ggm combo i dont think it would even be worth it to attempt the snake strike then ultra, even if it is possible, but thats just me
It’s possible, check out my Rufus thread, and look at the combo’s section, there is a GIF of it being done:
http://www.neoempire.com/forum/showthread.php?p=111608#post111608
The only question is if EX Messiah Kick combo’s from Cr.LK. If it doesn’t, it definitely does combo from close HP.
i’ve been using rufus and damn, hes fun. i have a few question, mainly involving his dive kicks.
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how do you go a dive kick after jumping over the opponents head? does the directional input change or does it remain the same? 3s yuns dive kick have to be inputted d/b+kick after jumping over an opponents head but in cvs2, his dive kick is done by d/f+k no matter what.
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i heard its possible to change the trajectory of his dive kick. how is it done? do you do d/f+mk then quickly tap back or forward to change the trajectory?
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i’ve noticed that standing mp is harder to buffer into his tornado spin than his close hp into tornado. has anyone noticed that or is it just me?
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are there any good uses for his regular messiah kick? ex messiah kick is pretty buff, but dunno whats there to do with his regular messiah kick besides going for a high/low mixup
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does ex snake strikes (dp+pp) go thru fireballs?
oh man i need tips vsing sagat.
pressure game with rufus is fine, but he gets beat in the air all the time. Freak the sagat that i was playing was zoning me out, making me go in n shit. I tried to be patient but all he does is his projectile. He can close the gap pretty fast too. Any gameplay strats would be very helpful.
Not only that he eats McDonalds burgers, he likes eating knees too. sigh
yeah i keep losing to the knees too. j.mp is the only thing i can think of that beats his knees when you are in the air