Rufus Q&A Thread: Post ALL your questions here!

Dive kick, s.lk, s.HP: xx h.tornado, or two s.lk’s as shown on trial 24

Cool thanks man - That sounds right because I was practicing against Boxer last night when I noticed this. I was practicing more today against Ryu and I was no longer ‘whiffing’. So it’s opponent specific based on their hit boxes…thanks again!

I have to go back and double check but I think it’s the same against Guile too (instant dive kicks whiff / hit him from the knees up to connect).

So almost every time I dive kick and it gets blocked I get grabed before I can even perform a lk or lp. My question is how can I stop getting grabed from my dive kicks. I know I can just tri angle another dive kick but im sure there has to be another option. I asked a friend who does not really know much about Rufus but he said im dive kicking to high. If this is the case can some one please show me the proper way to dive kick safely. Thanks.

Immediatly after you see Rufus leave the ground dive kick again as close to the ground as possible and if the try to throw then your dive kick will kick them in the face. Mix up your dive kicks and also try to throw him after a dive kick but if your dive kicks hit right then you can link straight into st.lk into his BnB

Another Dive Kick is the solution.
Against any players that mash throw on a Dive Kick, toss out a second and then link into your BnB for big damage.
After a couple of those, they won’t try to throw anymore.

This may be kinda nooby but can someone explain “Triangle Jumps” with Rufus? I mean I know what the term is in relation to MVC and whatnot but how how is this done with Rufus?

It’s not as technical as it sounds. Rufus has 3 main heights for his dive kicks:

  • Instant Divekick: Done immediately after jumping. Can combo into fierce.
  • Triangle Divekick: Mid-range dive kick done slightly higher than instant dive kick. St.lk should be able to combo from this divekick.
  • …Peak Divekick: Just doing a dive kick at Rufus’ peak. Used for cross-ups and tick throws, but more difficult to combo into.

People normally use the term triangle divekick to express a fast, somewhat safe way to close distances. It’s normally never a good idea to full jump in with Rufus so a triangle kick helps him to close gaps well without having too much of a risk. It also makes full jumps and peak divekicks harder to read if you condition your opponent to triangle divekicks during the match.

That’s all there is to it.

Ahhh, thank you very much!:china:

i just picked up rufus yesterday…while i think hes very strong and want to get into him…i have a hard time using his specials (accept maybe snake strike)…i find more use out of normals…when is the right time to use his specials especially messiah kick where i get tagged out of that all the time

Well, aside from combos obviously, Rufus’ specials are rather useful, especially his EX MK. His GT has it’s uses, it absorbs one projectile, but it’s not totally safe if someone gets a good read on you, you can get DP’d out or they can throw an EX fireball since GT only absorbs one fireball. His GT’s are all safe of block btw. His EX GT is great too, it has a vacuum effect, so if your doing anything but blocking it’ll suck you in. This is great for frame traps and catching people pressing buttons at the wrong times. The ultimate special for Rufus is obviously his EX MK, this thing is nasty. It has a ton of invincible frames, goes through fireballs, safe if you have 2 meters to burn, deals good chip damage, ect. This move just has a ton of utility, mainly its used as an escape tool when your any kind of pressure, but it can also be used to pressure your opponent in certain situations if you have 2 meters to burn. The only real downside is it doesn’t hit very hard, but since you can FADC to U1 you can’t really complain. Regular MK also has its uses, it goes through fireballs as well and if it connects you can FADC into U1 as well. His SS isn’t very useful if it ain’t EX, aside from a little more damage in certain corner combos. His EX SS is a whole different story, it’s an amazing AA, especially against Geif and Hawk, it deals pretty great damage (not insane vanilla damage but still good) and in certain situations can combo into U1. It’s basically his best, most damaging way to punish jumps, although you must be careful against characters that can change there jump arcs, also, Rufus mostly wants to save his meter for EX MK’s for the most part in most matchups.

EDIT: One thing to note, his MK has 3 followups: A low that knocks down, a overhead that also knocks down, and the LK followup which is good for chipping someone out and combos. Pretty much only wanna use the overhead and the low when you don’t have 2 meters to cancel it.

Don’t forget the option of delaying the LK, which will trade or beat a lot of attempted punishes of MK/HK followup, e.g. shoryukens, tiger uppercuts, trying to option select with normals, if they try to punish with something that doesn’t knock down, you can get a trade into ultra 1, maybe even EX snake strike on the characters you can normally FADC into EX snake strike (Honda, Rufus, Balrog, others?) MK is even on block, and HK is -1. HK can catch backdashes.

You can also just do nothing into throw if you think your opponent is just waiting, e.g. they’re trying to predict and punish a delayed LK followup.

I don’t think this is true. I punish Rufus GT that is slightly too deep with reversal SPD and Typhoon all the time.

Ah, yes, they are only punishable by command throws since you don’t have enough time to jump back/back dash/reversal to escape. But as far as like anything else it’s safe, to be exact I believe they are all -1 on block, with the exception of the EX which is -2 I believe

SPD and Typhoon aren’t actually punishing the move in that situation, they’re punishing the player.

Holding up-back jumps before SPD comes out, because it’s a 2 frame startup, and normal GT is -1 on block. Zangief can U1 it though, as well as other 1+0 frame grabs if they have enough range, e.g. Zangief’s super doesn’t have enough range, Honda’s U2 is fast enough but I haven’t tested if it can but I know it has ass range. Chun can MK Super it as well.

I have a question regarding Ultra 2.

Today one Ken player tried to do a crossup on me but I managed to change the direction of U2 so it got him.

I have watched the replay like more than 10 times with input display + slow motion but still can’t figure out how the hell I managed to change the direction of U2. Normally it goes straight ahead and misses the opponent (unless it is at the corner) but this time it wasn’t at the corner.

the ultra triggered despite facing at “wrong” direction, it should’ve been a EX galactic tornado because Ultra 2 is reverse QCF motion.

That’s just the auto correct mechanic in SSF4, it generally has more to do with your opponent timing the crossup poorly.

Well, if you delay the ultra motion can’t you force the auto correct? Much like auto-correct DP’s?

^yes

if you input the U2 motion and press PPP as they are crossing you up then you can control the “auto-correct” function much like how shotos can control their auto-correct dp’s.

I keep running into focus attacks when I do rufus’s dive kick. The kick gets absorbed then as soon as I touch the ground I get hit. Am I supposed to try and mash something out fast as I land or throw or there nothing I can do?

Also is there a way to effectively punish Gen’s missed dragon punch kick thing? What happens is I block the first hit then as Gen is in the air he falls a bit then hits me again before I can do anything. If I wait until he lands I can’t seem to punish and just get thrown or teched. I want to punish that shit hard, is there a way?

Thanks.

You should be able to EX-Messiah after a dive kick when it’s being focus absorbed, but I’m not entirely sure if it’s 100% guaranteed.

With Gen’s tech thing once you block Gen’s tend to pause and either fall or go for the 2nd kick that brings them up higher and still hits Rufus standing. But this is a good question. I’ll experiment with ways to punish this later.