I feel there’s pretty much things to say about Rufus. He’s an explosive character who gains the upper hand in momentum, has a few mixup + huge comeback factor (Ultra 1 = able to put it almost anytime). You can’t play him in a “total” rushdown style all along, because his normal are weak (best normal is a 4F) against reversal or 3F jab, his dive-kick can become predictable and punished heavily if not angled correctly. He’s more like an “offensive turtle” style, capitalizing on mistakes, playing with opponent’s habits (tech throw/reactions) and going berserk when opponents give you opening, allowing you to deal damage.
- From the “far” screen :
You don’t have many options, since your main weapon, dive-kicking all day, can’t be reach. Crouch HP, rolling Down-Forward MK are 2 nice tools to control space, but are punishable if abused (focus counter). The best think would be to on the middle screen facing your opponent or even better, close quarter, to begin the dive kick mix-up.
- On middle screen :
It’s a good start to “enter” in a dive kick happy situation. Even if Rufus has not good footsies moves, Standing MK is pretty nice to check / counter fireball happy characters. Standing LP and Down LP are good to bait / check what your opponent is doing. Your best situation would be to knock down your opponent with Crouching HK sweep after his whiffed moves, or Roll Down-Forward MK then throw, even fake dive kick to “enrage” his reactions, and make your attacks less predictable. Fake dive kick are also good to gain distance pretty quick and followed with Crouching LP are very good for poking. Or a Jump HK + EX Snake Strike if your opponent chose to jump. It really depends on the situation. For example, if you’re facing Ryu, going into a dive kick mode is very bad, as most of Ryu moves can counter you on air : Down HP, Standing HK, and Shoryuken. So, playing on his habits to counter you for examples with fake dive kick, or a good sweep will be your priority over simply mashing normal and try to play an “all out” style by hoping to get some random damage. If your opponent is very passive (like a Guile), your main priority will be to close the gap and start your dive kick mix up to gain the advantage. It’s all about knowing if you can go on attack mode or not.
Another way is to push you opponent to play footsie with you on the ground. As an example, 99 % of Ryu always Down MK >> Hadoken on middle screen distance if they don’t know what to do. Bait it out and “enter” with an instant Dive Kick to close the deal. Learn to see the habits and exploits them. That’s how the dive kick, probably the only good move from Rufus, is made for.
- On close combat screen :
The best situation for Rufus in my opinion, since that’s where you’re going to get your damage with dive kicks mix-up. His health bar allows you to make mistakes, but the risk ratio is pretty much in his favor. In short :
- After a blocked dive kick, either your opponent : press buttons, tech or reversal.
–> if they press buttons, just throw
–>* if they tech*, just frame trap with Standing LK >> Standing MP >> combo time after, or even better, make another instant dive kick to punish with a more damaging combo if the’re standing – if they do some crouching option select throw anti-air, simply cross them up. It’s all mind game
–>* if they reversal*, just block, after the dive kick, you’re safe, then you punish them on recovery
Rufus’s game truly shines when you force your opponent to react in a certain way. For example, if you Dive kick >> Standing LK >> Throw, and your opponent tech it, you know he’s probably going to do that again, so instead of doing a throw, just do another instant dive kick, and punish the tech (either stand or crouch). You adopt some “predictable” pattern, but you change the options at the end to deal damage. That’s in short the essence to play him.
Either :
- Dive Kick >> then throw (if opponent is not tech happy or thinking you’re doing a block string afterwards)
- Empty Dive kick (not touching your opponent) >> Throw (on your opponent’s wake up, or if your dive kick whiffs from middle screen)
- Last minute dive kick on opponent’s wake up (simply jump forward + input the dive kick before you almost land on the ground) >> combo time (if your opponent think you’re going to empty jump + throw and try to react by pushing buttons)
- Dive Kick >> instant dive kick >> combo time or Dive Kick >> Standing LK >> Instant dive kick >> combo time (to counter tech or throw habits)
- Dive Kick >> Crouching LK >> Crouching LP >> Standing LP >> Standing MP (for people who try to jump or back dash = very good to harass / poke / meter building, and then set up a throw on next attack)
You get the idea, these are a few set ups you have to toy your opponent, force him to play in a certain way (or for you, to see HOW he plays), then adjust your game accordingly to the context.
The worst mindset with Rufus would be to dive kick, then do a block string ending with a galatic tornado because your opponent blocked it and try to dive kick again, rinse and repeat in hope of getting something. Not only is your opponent going to start countering you with reversal / 3F jab / backward jump, thus shutting down your options, but you’ll be “forced” to make mistakes instead of following your gameplan, and you become predictable without even realizing it.
Here’s some gimmicks I use for fun / exploiting Rufus’ potential :
- (blocked) Crouching LP >> Sweep HK : for some reasons, this works like some sort of frame trap, and if your opponent try to react, they will often get a sweep as a counter
- (blocked) Crouching LK >> Crouching LP >> Empty dive kick >> throw : the pushback and distance allows this set up to work, your dive kick will miss but you’ll get a throw if they try to counter you, you block if you feel he’s doing a reversal.
- (blocked) dive kick >> (blocked) Crouching LK >> Throw = very good set-up, the Crouching LK is fast enough for this to work
- After a knockdown --> ambiguous cross up dive kick = either you land in front or behind your opponent : can’t really explain this well, it depends on the character you’re facing and dive kick height + your opponent wake up moment. It’s all about testing on different characters in the game to get the feeling.
- forward throw >> LP snake strike >> crouching LP then either throw or instant dive kick : the crouching LP times perfectly most wake up for you to throw and execute this set up. Dive kick if you expect a tech behind.
- forward throw >> dive kick cross up before the opponent wakes up >> from the other side, quick neutral jump then dive kick = very very ambiguous, you either land in front or behind after the dive kick hits and it’s very difficult to block
- forward throw >> standing HP or crouching LK X 2 >> cross up dive kick : this set up allows you to truly cross up on your opponent’s wake up + land behind him, whereas if you try to cross up dive kick in the corner, you’ll land in front. Thus making a fake cross up dive kick.
That’s it for now… Hope it will help you a bit !