"Not fat enough? We can fix that!" Rufus Match-up Thread

the thing is, he can still throw you out of a fa. if you know its coming, jump back rk. more often than not it’ll get him. also works on super. oop. i just read the 2nd half of your sentence…lol can’t vega grab you while crouching?

thats where my goofy j.rk->rufus roll & j.rk->ex messiah kick combos came from. lol

es.snakestrike works too, but not as safe imo

also, a funny thing happened in a rog match i had last night. i did vertical jump, and he rush punched under me. i hit him w. vertical j.hp into ground combo. do not forget j.hp when you get crossed under

lmao I need to see a video on how that’s done for that combo, and yeah thanks for the tip it will come very useful lol.

those combos are right goofy, must try

I must be getting better, finally got some hatemail today: “pussy”, “your good with fat rufas”, “that was decent but same move all the time” (<= this guy mashed jab when up close loooool)

People always hate it when you can link combos properly an there just mashing jab

I hate when people message me this. I always message them back with, “well you keep getting hit by it, so what does that say about YOUR skill?”

lol I get back with “Terry Bogard” - Are you Okay, Get SERIOUS / Hey C.mon C.mon, Get SERIOUS (from - KoF)
LINK: [media=youtube]-sNjvY580ZE[/media]

you can never say anything back to that line rofl.


Anywhoo back to topic ive been having problems with El Fuerte, hes got that one jump grab move that can even get you while crouching. Does anyone know how to counter this?

What’s an effective plan on defending/retaliating to Dhalsim teleporting mixups? A good Sim can zone the hell out of me, and then throw a Yoga Fire, teleport behind me and go into a combo or combo XX super. EX Messiah isn’t as reliable against Sim as it is against other people.

if he does yoga flame, i’m pretty sure you can jump back-> divekick when he teleports in. it will wiff, but so will his shit. then rush down.(i played a meh sim last night).

as far as getting in, i know never fa the yoga fire lol. watch the kindenvu/iyo vid(or is it ino? i forget)

this is one of those matches where you halfto be super patient getting in, and then go apeshit when he’s next to you finally.

cr.MP snuffs the tip of dhalsim’s j.HP and st.MK and st.HK pokes so if you are just outside their range you can try snuff one and then strike?

if you’re both on 5% health and he has ultra/super stocked (and he likes to anti-air super/ultra), you can nab a cheeky win with j.HP, which snuffs the super clean (lol) and goes over the ultra (but only if he does the ultra late ie when you’re right on him) and the ultra then hits full so don’t do it unless it’ll win you the round

I assume I’m allowed to lift stuff from other sub-forums? this is ultradavid’s awesome write up of the kindevu-iyo semis, which gives you a great insight into sim’s perspective:

– [media=youtube]8hqHMyM3dfk[/media], 2009 1-18
– [media=youtube]S3CQLzIsUaU&feature=PlayList&p=C4D96B67F2B5290C&playnext=1&playnext_from=PL&index=1[/media], 2009 1-18
– [media=youtube]6fDTYVR_i-4[/media], 2009 1-18

Look at Iyo deals with Kindevu’s jesus kick. After the jesus kick Rufus has a few different options to follow it up, a flash kick type thing, an overhead, a low attack, and nothing. Before Kindevu starts which follow-up he wants, Iyo does short slide buffered into super if he has it (that is, he does the motion for short slide xx super, and if the short hits, he gets super, and if it doesn’t hit, nothing happens). At 1:25 in the first game, Kindevu does the overhead, Iyo’s slide goes under it, and Iyo gets a free throw. At 2:19 in the first game, Kindevu starts to do the low attack, but Iyo does short slide, and since it hits Kindevu, the slide automatically cancels into super for beefy damage. I don’t think we get to see Kindevu try the flash kick thing so I’m not sure how short slide would deal with that, gonna have to try that out for myself. Jesus kick is unsafe on block if Rufus doesn’t do a follow-up, so short slide xx super would work well in that situation as well. Smart stuff.

Also look at how Iyo deals with Rufus’ jumps and dive kicks. Standing forward for preemptive antiair, standing roundhouse to deal with far jumps, jumping strong for closer jumps, back+roundhouse for regular jumps, back+strong for regular dive kicks, etc are all pretty standard and obvious. The interesting things he does are down-back+strong to beat close or low dive kicks and ex yoga blast to beat high dive kicks. Down-back+strong has a sick hitbox (I use it to beat things like Chun’s jumping roundhouse and Abel’s jumping forward) and comes out quickly, and it also does fairly good damage (for Dhalsim). EX blast, which I always forget about, comes out really fast (Sim’s fastest special move by far, faster than back+strong even), does great damage (…for Dhalsim), and has a sick hitbox; it’s a really good choice for air attacks coming down right on top of you.

At 1:15 in the first vid, you see why it’s a bad idea for people to try to focus Sim’s yoga fires. Kindevu focuses it, but Iyo teleports right next to him and punishes him with air fierce, back+forward kick xx jab flame. My guess for why Iyo doesn’t cancel into super is that he wants super to dissuade Kindevu from trying random jesus kicks. It doesn’t work, Kindevu does jesus kick anyway, but as above, Iyo shows him why that’s a bad idea.

At 1:48 of the first game, Kindevu jumps in and Iyo makes him land on an ultra, but Iyo doesn’t juggle Kindevu with a normal like standing forward even though it would have won the round. Kindevu’s a dead man walking anyway since the yoga fire Iyo puts out right after either forces Kindevu to die from block damage or to try to dp out of it, which he does, and which Iyo punishes for the win. But I’m not sure why Iyo didn’t just juggle in the first place. Now that I think about it, I’m not sure I’ve ever seen him juggle after ultra. Juggling with a normal after an ultra or super resets the opponent back on his feet, meaning you don’t get to try a yoga fire trap on his wakeup and you don’t get to run the clock, but I’m not sure that’s better than giving up guaranteed damage. In my opinion, Rufus, with his invincible dragon punch slaps, isn’t a character you should be going for meaty jab fireball traps on much anyway (although maybe I like playing a little too standoffish). And there’s no doubt that guaranteed damage that would win the round for you without even using meter is your best option.

At the end of the first game, Iyo keeps punishing Kindevu’s mistakes with back+forward kick without canceling to jab flame. If you don’t think you’re in range for back+forward xx jab flame, down-back+strong to back+forward is usually still in range to work and has only 1 more frame of startup and does only 10 less damage. Back+roundhouse will also work at any range where back+forward kick will, and it’s only 1 frame slower and does 40 more damage than back+forward kick by itself.

Iyo loses the second game, in my opinion because of two main things: Rufus’ sick combos and just a few unfortunate choices. The five hit combo Rufus starts at :10 not only corners Iyo but takes off like a good third of Iyo’s life, and the reason it hit was that Iyo started trying to do something about Rufus’ dive kick a little too late. Kindevu then makes a couple questionable decisions, the first by letting Iyo teleport out of the corner and the second by trying to rush back in on Sim even though Kindevu had the huge life advantage. Iyo then plays well until when he jumps back and Kindevu does ex jesus and Iyo for some reason tries to knock him out of it instead of just teleporting to the other side and punishing with jumping fierce. His air back+forward trades, and Kindevu kills him. Kindevu hits Iyo like 6 times the whole round: low-hitting flip kick, the big combo right after, three trades, and an ultra, and Sim is dead.

In the second round, Rufus’ dive kicks again beat Iyo’s late antiairs a couple times, leading to big damage, but what really kills Iyo again here is his jumping. Iyo jumps himself back into the corner at 1:16 and tries to air fierce Kindevu, but instead Kindevu does ex dp and eats like 35% of Iyo’s health. When Sim jumps, there’s a guessing game for the opponent as to whether he’s going to teleport out of whatever antiair the opponent wants or whether he’s gonna attack in the air, and Iyo guesses wrong here (although even if Kindevu hadn’t attacked, it’s very rare for an opponent to actually get hit by Sim’s air attack; they almost always just block it). I don’t think it was a good idea to set up this guessing game while cornered against Rufus in the first place, since Rufus’ ex slaps dp has 8 years of active hit frames and does retarded damage, and since the payoff for getting Kindevu to block a jumping fierce is pretty small. If Kindevu had been hit by jumping fierce, Iyo could have gone into super and then set up an ultra trap, which is a great payoff, but again, it’s very rare that someone actually gets hit by that kind of fierce. Not a big fan of this move.

You can’t expect to make all the right decisions every time, and I think Iyo can be forgiven for some of his choices, like trying to antiair Kindevu’s dive kick too late a few times. I don’t think the jump in the corner was a good idea, but it wasn’t a terrible idea either. What was a bad idea for sure, though, was trying to beat ex jesus from so close. If you’re close to Rufus in the air and he does ex jesus, just teleport behind him and punish him with an air attack. The major lesson here, though, is that you can’t let Rufus in, because just a few wrong moves and you’re dead. Iyo makes only like 2 mistakes each round, some of which are definitely understandable, but that’s enough for Rufus to take the whole game.

[media=youtube]-U-PMvvFq38&eurl=http%3A%2F%2Fwww%2Eeventhubs%2Ecom%2Fnews%2F2009%2Fapr%2F04%2Fabels%2Dinfinite%2Dcombo%2Dloop%2F&feature=player_embedded[/media]

Watch out for Abel…

^^^tht motherfucker can reversal ultra you as your cr.HP retracts as well

might be slightly more problematic than the infinite given how much damage tht ultra does : /

I was wondering what people do for Cammy? Whenever I face one it’s ALWAYS her torpedo + spike, repeat. I end up fearing the spike and just blocking the torpedo and assuming a spike (to punish with cr. hp) but then the one time I do that I get grabbed. Since they love to spam spike (same with SRK-happy Ryu’s) I can’ really jump in with anything, just poke. Anyone have some tips for getting in? Would FA’ing her torpedo work? (then releasing before the spike)

Cammy:
They mostly start off doing Cannon Drill, so I always end up blocking low then punishing it with a throw, if they decide to do a Cannon spike and you block it punish it with Cr.HP. Also if you know she is about to Cannon Strike “from air”, you can punish it with regular snake strike or EX. You should be able to FA her Cannon strike I don’t think it has armor breaking properties lol.

it doesn’t lol, i think EX can tho, so be careful, other than idk its not that hard of a match up, when hooligan and backfist c. mp then proceed to dive kick carefully, bait spikes with FA back dash cancel and triangle jump and punish when they land

BTW, I said Torpedo in my previous post when I meant Cannon Drill. Can you grab her after a blocked Drill + Spike in between the Drill and Spike? I’m not sure if that window is large enough to grab/do anything. Also, does her Drill hit multiple times or would FA’ing it be a way to stop her from proceeding to Spike? I’m going to test it out today but I have classes for a while.

you can punish her with hp xx hp tornado after a blocked cannon drill or a throw if you’re not feeling confident about hitting that, go into training and record her doing spiral arrow/mashed out cannon spike then practice when to do the hp and take it from there

other than that just follow sir arthur’s advice

^^^^this is offline btw; ken/ryu’s hurricane kicks aren’t safe on block are they? but you still end up eating enough dps/ultras/throws after them online

edit: here’s her frame date for ppl who can parse tht stuff: http://www.gdward.plus.com/cammyframes.txt

I have no problem with the HP xx HP Torn option, I just didn’t know there was enough of a window (start-up time + block stun) to get it out before her spike. Good to know!

Rofl her grab starts up in 2 frames and Actives in 2.

I thought everyone’s started in 3 and Actives in 2, or is that a minor mistake on Cammys frame data?

NO WAY that is the correct frame data. Her Drill is -17 frame advantage on block? With those numbers I would have time to do whatever I wanted to do but I always get Spiked right after the Drill. Now I HAVE to test this out later today…

Her drill only hit’s twice max with fierce, right? Please correct me if I’m wrong, but I thought she had a lot of follow up animation after her 2nd hit where she is totally vulnerable but still animating like she could hit, but doesn’t. I try to punish her in this window if I can read that it it’s a hard drill, but admittedly, I tend to play it safe and wait for the 'spike before engaging in retaliation…