Rufus changes you want!

Are there any videos of U2? I’ve actually only seen it once. Is the vacuum effect similar to his EX GT?

Can you combo Ultra 2 after a jumping HK??

good, it wasn’t just me then.

:rofl::badboy:

EX Snake Strike still does aweeeeesome damage.

Can someone test how well EX snake strike works as an anti air against characters it was not as easy to get all hits on. Characters like ryu and gen come to mind due to their fast jumps and funny air hitboxes. I mean like on reaction EX snake strike, if you know the jump is coming you might be more inclined to do the EX SS too soon and thus getting all the hits.

So U2 juggles after s.hk. Does U2 connect if the opponent is in the air when getting hit by s.hk?

What about one hit of the J.HK to U2? First hit of J.HK or Second hit of J.HK to U2?

Vacuum effect is very similar to EX GT. I think it’s exactly the same.

The only way to connect U2 is with far hk(and sometimes it doesn’t work very well/the opponent does not take every hit). Jump hk doesn’t work neither is gt in the corner or target combo.
Anyway this ultra is awesome not because of what it can do, but because of what it prevents the opponent to do. If you’re playing against ryu or akuma, the goal is to get ultra as soon as you can(Focus), and then not to use it unless you kill the guy. Because as long as you have it, nobody can zone rufus…

Did not try EX SS yet(only to check dmg) but everything seems pretty much the same.

(worked a lot on Guy in fact, more than on rufus. Guy is going to be awesome.)

Some theory fighter, here… Can you escape U2 by fireball-FADC-backdash? Sounds like something someone could use to bait the Ultra. 3/4ths screen fireball-FADC-backdash, Metsu Hadoken/Demon/Tiger/whatever that spinning fatty.

Either way, this sounds awesome.

Also, I just noticed the “Augustus Gloop” tag for this thread. Even more awesome!

I’ll check that after lunch. But obviously, if you are very far from your opponent, you won’t throw ultra. And if you are close enough, even if the guy FADC backdashes, he’ll be summoned straight into Rufus’ hands:)

Lol, U2 is retarded. Played a lot of matches with him lastnight. Things that I noted.

1.) j.RH seems to have lost a bit of priority air-to-air. I seem to trade more often than normal.
2.) s.lk – s.hp link is easier. It just… is. Hope it’s not some placebo effect.
3.) EX Snake Strike still does a great amount of damage. SLIGHTLY nerfed, but considering the damage output in this game it’s very generous.
4.) U2 is crazy. Used U2 over half screen away against kikouken Chun-Li. Sucked her in and took 50% of her life (without ultra being fully charged). It also absorbs cross-ups (wonder how this works against Ibuiki’s new cross up). If the opponent neutral jumps or is not sucked in, Rufus moves forward. Was able to punish neutral jumps with it. I would imagine since this move has a vacumn effect that it beats projectile FADC’ers. It also felt really weird doing Rufus’ bnb combos and NOT ending with ultra.
5.) EX Messiah damage is nerfed. Also, the movement of the messiah itself seems to make whiffing over characters easier? Can’t really tell.

Rufus definitely feels the same. Maybe someone will find some more interesting tactics.

U2 only combo after s.hk(450dmg)
EX Snake strike does 210 dmg
EX messiah does 160 or 180 dmg(dont remeber)
HP and EX Tornado do 130 dmg
U2 do 450 dmg, great anti air, fast startup, you can move it around the map fast, it have vaccum, it break focus attack at any range on the map.
But U1 is still better IMO.
Oh, and his dive kick do 70 dmg

i’m almost positive this works. a really huge anti-rufus tool people use when he has meter is jump back aerial (ryu does jump back roundhouse usually). usually it’s to bait and beat messiah/j.rh attempts. can U2 punish players who do unsafe jump ins from a distance? i think i’ve done it in a match but i cant recall directly. also, does anyone know the start-up of U2? is it the same as EX GT?

the biggest thing i’ve found with this move is how well is punishes back dashes. chun-li and rose who do a lot of focus back dashing eat U2 for free and can be option selected.

How U2 effects the cast:

  • Ryu: No more fireballs. Tatsu-cross up becomes unsafe.
  • Sagat: No more fireballs. Seriously, what can Sagat do in the corner besides s.rh and random tiger knees?
  • Akuma: Can only do max range retreating fireballs. No more Akuma flip (someone test this!)
  • Boxer: No dash punches.
  • Chun-Li: No fireballs.
  • Guile: Can only do max range booms? (someone test this!)
  • Zangief: No SPD bar charging. Makes crossing up on knockdown more dangerous?
  • Dhalsim: Hmm… I have no clue. Eats teleport attempts in the corner?
  • Seth: Only full range booms?
  • El Fuerte: Should beat most of his run-action options? Guessing that it may trade with body slam. Needs testing.

I think the only reason Rufus should keep U1 is if he’s player a character with low life. U1’s damage got nerfed enough that the combo isn’t as satisfying (though still heavy) in SSF4 as it was in vanilla. Being able to get a full ultra without scaling from Rufus is scary.

Against T Hawk, you can juggle with light snake strike after a tornado in the corner, it hits twice. Not the biggest news of the year, but thought I’d share! (I don’t think it was possible on anyone in vanilla?)

it worked on cammy, balrog, and two other chars I posted on the combo thead.

I’m picking Rufus…fuck this. I’m learning the Rufus mirror tomorrow.

Oh and I know what u mean by BONO, hold dat. My nigga iNerd has been saying that shit for Chun’s Ultra 2 for days.

U2 feels like its got around 8-10 frames of start up. Its not FAST, so it can be safe jumped, but the angles it covers make it really dangerous.

Also, because it hits both sides, its dangerous to do ambigious cross up safe jumps against a Rufus with Ultra… because unless you know which side you’re gonna land, you might end up blocking wrongly and STILL get hit by the reversal Ultra.

I’ve said this before, but the main reason now to use U1 is the fact that landing U1 gives you the set up for a free ambigious cross up dive kick, while U2 doesn’t. This makes U1’s potential damage a lot higher.

I know I’m going to regret asking this, but why are you complaining? Between Viper’s maintained damage, Rufus’s reduced life and damage and low stun, and the fact that Viper can bait and block U2 by safe jumping, Viper/Rufus feels like a much more even match up than it was in SF4.

Oh no I mean yeah obviously u can safe jump Rufus with U2 it’s just why play Viper all boring like that just to get raped when you whiff anything any ways? Might as well just look around the character select screen for that matchup IMO unless I feel Viper’s improved footsies really help her that much in the matchup. I’m going to be picking a bunch of characters in Super. Viper’s footsies got a bit better but her laggy specials just aren’t doing it for me right now. Rose is looking pretty gdlk now too. Probably gonna pick her up also. There’s 35 characters in this game now. Why spend time with just one?

I tested U2 a LITTLE bit. It could not punish ANY version of Gief’s green hands on block. If frame data is the same of green hand, U2 is at least 10 frames.

Yeah Ultra 2 is more of a whiff punisher than a block punisher.

Also just a quick note that U2 is not effective at all against cross ups. You will get one hit on them and they’ll fall, while you’re still doing ultra animation. Then they wake up xx destroy you

I haven’t found lk->hp link any easier.