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

its not harder, its just the the recovery animation for ex GT is deceptive

Is that really true? I know for sure you can punish Seth/Bison teleports if you anticipate with jump HP and combo. However, its akumas teleport punishable at midscreen? Even if i predict it perfectly and jump forward he will be out of range, Its akumas teleport just safe at midscreen?

If you predict it correctly, it’s easily punishable with cr. HP, especially midscreen. You can be doing a dive in and have enough time to cr. HP punish as long as you’re ready for it. In the corner it’s harder to do unless you’re not doing anything as they wake up. As you play your opponent, look for a pattern with their teleport and see if you can bait them into it. Forgot about trying to get a combo off.

A blocked Messiah against Gief doesn’t necessarily mean that you’re going to get Lariat’d. I’ve found that if an LK Messiah hits with the toe, so to speak, NOT going deep, the HK followup will actually beat out the Lariat.

Not that you’d want to toss out too many LK Messiahs against Gief anyway.

I’ve been playing a lot of balrogs lately and i was just wondering how many people actually try to land the ultra out of a galactic tornado mid-screen. I was messing around with it last night and landed it a couple times, but the timing seems to be pretty tight.

What is the best punish for lp shoryu? I’ve been running in to these ken ryu types who like to spam it almost jokingly. A lot of things I tried have to slow a start up to be effective.

You can either EX GT when they’re on their way down, or do a c.mk into EX GT. Or if you’re closer to him u can punish with HP->HP GT

i do. but i only try if he doesnt have a super or ultra. if you wiff the ultra, it could lead to a counter ultra/super

Man, I read the entire opening post about Anti-Ryu, and that was made for Ryu’s that aren’t really that good. Just like the Bison section, it was made to face average tournament Bison, not “Top Tournament” versions.

I need advice on a Ryu like Chris “Facinating” Hu, who just beat me in the losers finals of a tournament by accompanying his fireball / c. forward zoning with random Jab->c. forward->Fireball zoning.

He would just throw that out, sometimes multiple times in a row.

  1. Rufus can’t Messiah through it on block
  2. Rufus can’t duck the standing Jab
  3. It all combos on hit
  4. It ruins focus
  5. It’s really too fast and random to attempt to punish
  6. The jab takes away your ability to divekick.

Is this the end-all for Ryu vs. Rufus?

It’s hard to answer your question without vids, since its a tempo issue, but my guess is that you aren’t using Rufus’s stand and crouch jabs enough to keep Ryu out of your face.

Both standing and crouching jabs outrange Ryu, so whenever he walks forward for stand jab pressure, just jab him. At poke range, c.LP> s.LP> s.MP (all combo on hit) or c.LP> (delay) c.LP> Ex Tornado are important bread and butters for Rufus in this match up since they allow you to punish any walk forward attempts with decent damage, or even a knockdown.

And of course Ryu can’t afford to carelessly poke with crouch MK, because if you scout it, you can vertical jump over the poke then dive kick> s.LK> s.HP> Tornado.

Something I have been working on in this match-up along with sagat, is to get him to throw fireballs at u from c.HP distance. If he’s trying to force you to jump, he’ll throw a couple in a row. In which case, FADC through the first one, then EX messiah the second one. Now you’re in on ryu and you gotta try your luck with dive kick mix ups. If your opponent catches on, and starts jumping away, let him. Don’t be impatient let him corner himself and try to air tatsu out. Jumping MP owns air tatsus for breakfast.

More like vertical jump over the poke and then get hit by the DP they’re mashing as soon as you take to the air.

Not if you hit them while they’re still kicking.

Yeah. Its not like they can empty cancel the crouch forward.

Need some tips for console characters, especially gen but rose info would really help as well. But the gen matchup is killing me

Gen: His waterfall kick is an effective antiair against Rufus’ divekicks if you mistime them, so space them properly, and try to catch him with crossup DKs much like you would a shoto… And of course, try to bait waterfalls. They’re supremely punishable.
Pretty much all the Gens I’ve faced online love to do their crossup kick, especially on wakeup. If they’re close to you, be ready to do a standing block the other way.
A good Gen is fast and unpredictable, so be the same way. Mix it up, use your whole range of pokes.
Even though Gen’s short and fast jump makes it hard to hit him with J.HK, it actually seems to hold priority against a lot of pokes, so use it as a jumpin attack occasionally.
Basically, get good at blocking his mixups, and you’ll find yourself on top.

what’s a rufus to do when you fight a sagod who likes to keep the pressure on with tiger knees?

Could someone please tell me how to beat M.Bison (dictator)'s S.RH. It beats out my DK, my roll, and trade’s with my GT, so wtf should i do to get in on a bison who used that like mad?

I’m having trouble with the timing on GT->Ultra on Gief, Rog etc…Is there a certain animation i should be looking for? when should i start my fireball motions and does it matter if i use lp,mp or hp GT? Thanks for the advice.

Tiger knees from a distance sufficient for you to react to can be stuffed with cr. mp or far hp. If he’s doing a lot of close tiger kneeing, e.g. st. lk xx lk TK, there’s very little you can do, other than learn to distinguish when a tiger knee is and is not safe, so you can throw when the opportunity arises.

If you really want to waste meter, but get a knockdown, you can pretty much always EX messiah the tiger knee; it usually only does one hit, aka 20 damage.

Your best bet for moves that beat Bison’s st. hk are far mp, far hp, and cr. hk, going from close to far range. Be especially careful throwing out cr. hk as the hitbox on Rufus’ stomach moves forward; I’d only really do that if they’re being really, really excessive and unsafe in throwing out the st. hk. You may also get some mileage from cr. mp since it has 3 active frames and the hitbox is pretty good for beating that particular type of poke. Far hp also has 3 active frames, and very high damage/stun on counter hit, esp. on Bison who stuns easily.

I don’t know for sure if it works on the LP version; I just can’t get it to connect. The frame data states that lp/mp/hp all have same recovery and hitstun. However, I have only been able to do it in training mode off MP, HP, and EX versions. Look for a video of it on youtube for the timing, also the easy diagnostic is, if you press PPP and it doesn’t come out, you did it too early, if it comes out and whiffs, you did it too late.