I got frustrated with this thread and all its broken links, and too much information. I am going to try to break this character down to something more basic and concise, and chronicle what I have learned over the next 90 days of playing him over XBL. Hopefully beginning Rufus players and SF players in general can learn from this exp.
Legend:
DC = Divekick followup combo (in Air df. mk)
GT =Galactic Tornado
FA =Focus Attack
FADC =Focus Attack Dash Cancel
{} =optional
cr. =crouch
st. =stand
df. =crouch diagonally forward
jfwd. =jump foward
jn. =jump neutral
List of Common Terms/Accronyms:
Combos:
Normal Combos:
Spoiler
cr. lk, cr. lp, st. lp, st. lp, st. mp
cr. lk, cr. lk, st. hp XX GT (DC) ----> BNB off a divekick, very important to learn
cr.lk, st. hp XX GT (DC) ------> BNB off a divekick, very important to learn
cr. lp, cr. lp XX Ex GT
Ultra 1 Combos:
Spoiler
cr. mk XX Ex GT XX FADC XX st. lk XX st. hk, Ultra
Messiah, lk XX FADC XX Ultra
cr. lk, cr. lk, cst. hp XX GT (DC) ----> corner only
cr.lk, cst. hp XX GT, Ultra (DC)----> corner only
Punish Combos
General
Spoiler
cst. hp XX GT
st. lk XX st. hk, Ultra 1
Character Specific:
vs Blocked Shoto HP SRK
Spoiler
DiveKick, st. lk, cst. hp XX GT
DiveKick, cst. hp XX GT
NB: Certain Shotos you can charge an FA and get a crumple, followed by a divekick combo.
On Playing D:
Anti Airs and Their Optimum Ranges against all Cast:
NB: This for grounded anti-airing only. Also I dived the stage into 6 zones (0-5)
NB: 0 being the closest and 5 the furthest
vs Ryu
Spoiler
Common Ryu jump in Normals hk, fp, mk, lk
For jump forward mk,hk,lk in zone 1 where your feet touches Ryu’s feet, walk forward. Do NOT try to Normal Anti Air.
You can Normal Anti Air efficiently about 25% distance from the beginning of Zone 1.
There is a point in zone 1 where Ryu’s jmpf fp will not hit, option select bait, beaware.
st. fp
–zone 3: jmpf hk, mk, fp
–zone 2: jmpf hk, mk,
cr. mp
–zone 3: jmpf hk, mk, lk
–zone 2: jmpf hk, mk, lk, fp
–zone 1: jmpf fp,
vs Ken
Spoiler
Common Ken jump in normals lk, fp, hk, mk
For jmpf mk in zone 1, just block, dash, or roll away. Be wary of option selects.
For range 0 just walk forward.
st. fp
–zone 3: jmpf hk, mk, fp
–zone 2: jmpf hk, mk, fp
–zone 1: jmpf fp, hk, lk
cr. mp
–zone 3: jmpf hk, mk, lk, fp
–zone 2: jmpf hk, mk, lk, fp
vs E. Honda
Spoiler
Honda Common jump ins I have seen: hk, hp, mp
Zone 2 jump in HK is very dangerous if you decide to use st. fp, stick with cr. mp
st. fp
–zone 3: jmpf fp, mp, hk, mk
–zone 2: jmpf fp, mp(chk distance and time accordingly), hk(be very very careful, timing needs to be very precise), mk
–zone 1: jmpf fp, mp, hk, mk
cr. mp
–zone 3: jmpf fp, mp, hk, mk
–zone 2: jmpf fp, mp, hk, mk
–zone 1: jmpf mp
Whiff Punishing Against All Cast
cr. hk
Spoiler
Rufus’ main tool to punish whiffs.
Startup: 12 frames
Blk. Adv. : -6 frames(push back)
Slow but has excellent range.
fst. mk
Spoiler
Secondary tool: fst. mk.
Startup: 10
Blk. Adv: -4(push back)
Slow but has excellent range.
Understanding Their Safe Jump Against Me
Creating Offense
Generic Safe Jump on All Characters from fThrow
Spoiler
st. hp
jfwd. hp
NB: only works mid screen
Safe Jump Against C. Viper, Adon, Cammy, Chun Li, Yun, Honda, Ibuki(exc. EX)
Spoiler
dashf
step back
jfwd. hp
Miscellaneous Data
Dash Data
Spoiler
Rufus’ walk speed is the same as Ryu’s.
Rufus fDash => 20 frames
Rufus bDash => 27 frames
Focus Attack Level 1 Adv. => -4 (always back dash or ex messiah)
Focus Attack Level 2 Adv. => +2
Move Explanation
[spoiler=Wake Up Data][/details]