haha fair enough. ive posted here before couple of years ago but I forgot my pass. anyway, when you say Rufus should frame trap certain 3 button crouch techs which ones you think? I assume against guy and makoto I can delay the dive dive kick but against Guile crouch fierce I have to frame trap?

Abel is a good example (not that Rufus has a hard time against Abel anyway) - his three button tech with cr.HP stays out a long time but is 8 frame startup, so you can frame trap it fairly well and not have to deal with its good hitbox. Juri is another one you don’t really want to double-divekick against too much because her st.HP thing (I think? the one that looks like a somersault) is amazing against double divekicks. Against Guile I don’t have a lot of experience of doing much more than either get in and wreak havoc or get completely shut down, so I don’t really know if frame traps are particularly good against him compared to instant dives. I think you have to read what buttons he’s pressing because he has a few reasonable anti-divekick buttons. It might just be that I’m not as good as the Guiles I fight, though, or that they don’t know how to defend against Rufus!

for guile u can focus if u notice hes teching with crouch sthp, it have a lot of recovery.

Ok guys. after playing long sets with him the past week im wondering a couple of things. How do you deal with constant focus in neutral and during my pressure? Also how do I deal with constant up backs during pressure? I assume there has to be something better than making the read with j.HK

what are rufus’ 3 most frequently used frame traps?

what’s his go-to punish after blocking ryu’s sweep and dudley’s EX MGB?

His frametrap game is not incredibly strong but it exists. I’d say st.lk to st.hp is his truest frametrap and its pretty good. Far st.hk to cr.jab may be a frametrap? Probably would safer to just call it a counterhit setup, same with his other setup which is st.mp to cr.jab (which is good for stuffing option selects).

I usually punish ex mgb with cr.jab into ex tornado, and for blocking ryu sweep range im not sure, im not sure that its punishable by rufus really. Id usually follow up after it by just blocking or going for a dive kick, maybe try jab ex tornado, dont think you have the range though. Hope this helps!

Due to the new buffs to rufus, I think his counter hit game have gotten significantly stronger.
In the past after landing a counter hit mp, the most you could get was usually cr.mk -> ex tornado which required meter.
Against some characters however you were able to connect close st.hp after a counterhit mp (such as juri & dhalsim) with just st.hp -> HP tornado.
This was often character specific and situational as the st.hp would sometime cause enough push back during hit to make st.hp whiff. In some cases some characters would get pushed back enough that when you press st.hp, far hp would come out instead.

The new buffs rufus got;

  • Close St.hp hitbox got expanded
  • Far st.mp becoming special cancellable

Addresses the problems above almost completely.
Due to the buffed expanded hitbox of st.hp, rufus will now be able to counterhit close st.mp -> close st.hp on more than half the cast. Most of the time you cancel that st.hp into regular heavy tornado. Some of the cast will however require ex tornado (eg. ryu & ken)

On characters where counter hit close.mp pushes back too far and thus far st.hp comes out instead of close st.hp -
In this situation you use rufus new st.mp x EX tornado instead.

One of the coolest thing about st.mp is that it does 90 damage for a medium attack… That’s only 10 less damage than close st.hp!
Regardless of whether you use st.hp/far.mp, Rufus counterhit game does at least ~300 damage.
On top of my head…

298 for st.mp -> far.mp xx Ex tornado
305 for st.mp -> close.hp xx HP tornado
310 for st.mp -> close.hp xx EX tornado

I actually have a spreadsheet on which combo works on what characters, but it’s on my phone.
Ill transfer and share later.

For me my top 3 are,

  1. St.lk ~ walk/delay st.mp (to counter hit 3 button tech)
  2. Far.hk on block -> cr.jab (far.hk is +3 on block)
  3. St.mp ~ Delay -> st.hp
    Bonus) Against characters with only 4f normals: DF mk roll -> cr.lk/dive kick mixup

After blocking Ryu sweep -
If from max range, the best meterless thing you can do is cr.hp
If from close range, sweep or cr.jab/mk -> ex tornado
If from mid range, Sweep
if you got 3 meters -> ex tornado fadc the vacuum -> Target combo ultra / close hp ->tornado

After blocking dudley’s ex mgb
if you’re confident enough in your punishing abilities, go for cr.mk/st.mp xx ex tornado
Otherwise stick to cr.jab -> ex tornado.

Hey zgnoud do you have any answers for my questions about back dashing, focus back dashing and up backing opponents that try to escape Rufus? Ive been trying to use HK to catch the up backs but it seems to slow for that

For people that hold up back-
What I would do is a deep dive kick, then go into delayed strings with delayed st.jab, this not also baits out reversals but also reset people out of jump back start up frames.
Even better you should prob use a deep dive kick into low attack chains (cr.lk x3) so that it becomes a true blockstring, that way if it they stand up, hold up back or try to backdash they’ll get tag low. If you confirm the low attack hitting after about 2~3 hits go into stjab into st.mp -> ex tornado. Once people get tag a few times by the low true blockstring, they’ll become conditioned to stay grounded more often.

The key is mixing up your offense angle of attack.
Back, front, high, low, empty jump low, empty jump throw, empty jump into instant dive kick to blow up standing + regular crouch teching.

But let’s say you want something a little more beefy as a punish. J.hk is ideal, but if your reaction is too slow, implement anticipation into your game instead of raw reaction.
Now my raw reaction is actually pretty slow compared to my peers, so to compensate i anticipate my opponent’s movement based on their meter & spacing. If you’ve cornered & kept somebody in the corner for example, most people eventually try to escape instinctively by doing a reversal or jumping back/forward. When you realize this you start to actively look for that jump/movement. You need to have your counter ready at all times while maintaining the zone you established (whether it be an anti air or normals buffered). Since your finger is already on the trigger, you’re able to execute your counter a lot faster than your normally would be able to. For me it’s 70% anticipation 30% reaction.

So back to my j.hk example. What i would do if i notice an opponent is holding back during my strings while in neutral position is to go into a deep dive kick into into 2~3 cr.lk chains… then i stop. I see what they want to do. Since i’m expecting a jump back/reversal from their previous defense patterns, my mind & fingers are already waiting. As soon as you see them jump, Hold up + j.hk immediately. If they’re don’t jump and still grounded, go for another short dive kick to continue your momentum. Obviously you cant autopilot and keep doing this, there’s usually always a counter for everything.
Sometimes some players use jump back jab/mp due to it’s faster startup to beat j.hk. In this situation, if their jump back move doesn’t have much active frames just delay your j.hk by abit. But if there’s too much active frames it’s prob best to just wait and go straight into ex snake strike rather than j.hk. Now this takes quite a bit of concentration so if you can’t do it, then it’s cool. Just let them corner them self with the jump back. If you cant react, just keep walking forward.

Against people that like to hold focus backdash on neutral position there’s a few things you need to consider.

Are they holding focus to lev 1~2 on your dive kick and then letting it go before they backdash?
If they are, you have to control your dive kick release better so that it hits deeper (at their knees). This will then allow you to ex messiah through the focus. If you got no meter, either empty jump into throw if you see the focus, if you’re already committed to the dive kick in the air, aim low to their knees then as soon as you land you’ll be able to backdash to make the focus whiff. Once it whiffs just punish with sweep.

**Is your opponent holding focus just to absorb the dive kick then backdashing? **
I have a old chunli sparing buddy that did this to me quite alot back then. I eventually figured out the counter by dive kicking a bit higher (to the chest). As soon as they absorb the dive kick and backdash, my dive kick (since at mid height) will land right next to their character where you can then use st.lk into a confirm. Most of the time you’ll be too far away for st.hp to connect off st.lk, but if you have meter you can always go into st.lk -> cr.lp -> ex tornado or a st.mp -> ex tornado variation. At worst, your st.lk will either reset them (due to fast backdashers like chun/rose) and at best a hitconfirm on their dash recovery.

Remember no matter how high you place the divekick, rufus is always safe. At the highest point on block (aimed at the top of the head), his dive kick is -2. So only press buttons if you see that mid/high dive kick is being focused, if it’s blocked, dont do anything you’ll get jabbed out.

Alternatively you can do a short divekick to the knee, this will make you recover quick enough to tack a st.mp to hit the recovery of most backdashes. It will def hit if you do the divekick - j.hp meaty.
I did this against Luffy when he was at shadowloo last year to alot of success. That was before rufus could combo st.mp -> ex tornado… now that you can, things just got alot more interesting.

thanks for the tips man! Ill practice all of this.

Divekick question - is it possible to combo divekick into st.lk when the divekick lands above the waist? I can only seem to go into st.lk when the DK hits low. I am a Rufus beginner.

I’m not a new player but I am somewhat new to Rufus and there’s something that’s been annoying me.

I don’t normally have problems on one side of the screen vs the other, but I am having pretty severe problems doing Rufus’ EX Messiah Kick on 1p side. I often get the overhead or just a MP or HP (using DP -> mp+hp as the input). Is the input more strict on one side or the other? I play Gouken and I just did like 50 2P EX parries in a row and never once did I get an MP or HP, but with rufus I really struggle to get the EX Messiah on 1P side. It seems I have more luck when I make sure to release the stick to neutral before the inputs, but i still often just get normal buttons. Very strange!

The inputs you describe are for EX snake strike. Besides that, the inputs should be the same for both sides. I have no idea why they wouldn’t be. But I think it’s natural to have an easier time with a move on one side. It sure is the case for me. Practice time should take care of it.

I also get the rolling overhead kick a lot when trying to do EX messiah since I use LK+MK for the EX.

I use a stick with a square gate. My execution is most consistent when I really dig the stick into the lower corner of the gate. When I miss the input, it’s always the diagonal input that I am missing.

Sorry, I meant HK and MK.

I figured so. The only thing I can recommend is practice. You can also try changing your controller. Try stick, or try pad, or try a different gate on your stick if you want.

Are there any good trade follow ups? I have gotten better at using the st.HP anti-air, but it has been trading vs some jumping roundhouses. And I notice the close version of HP will come out even with the opponent airborne if they are close enough.

Can anyone give me some tips about what I’m doing wrong as a Rufus player based on this vid?

I’m getting DPed a lot after blocked divekick combos. Should I be doing a safe blockstring to test if they’re DP spammers?

Any good ways to safely attack without getting dped like this? I baited it ok at the end of the first round but any other strategies for getting around these?

Pretty sloppy match but any tips are appreciated.

Spoiler

Haha, way to pull that one out. That’s always a fun way to win a match.

I think in this case, you needed to adjust to the Poison’s DPs better since she has the higher priority move at her disposal. Her DPs are very unsafe, but you still have to block. This is the rock, paper, scissors guessing game of SF4 at its finest.

It’s possible that the blockstring is safe against DP if it’s blocked lower on the body. Divekick definitely has more frame advantage on hit when it’s low vs high. It may be the same case on block.

thanks i will give this a test soon