I know that this is not a strong tactic, but from what I have seen, when a guile walks forward after a boom, they are often committing themselves to a followup poke after/during your boom block stun. So when I want to throw the guile’s game off, I like to walk block booms until they walk forward after a boom, and just ex messiah through it at the last second. Even the best guile’s I’ve played will get hit.
Speaking of, walk blocking booms is your best choice a lot of the time.
Neutral jump, VERY delayed dive kick is a strong way to avoid booms from many ranges, especially if you know when and how to mix it up with jump forward divekick and neutral jump early/peak dive kicks to cut off his answer to your delayed dive kicks. Also, delayed neutral j.rh over booms works wonders when he tries to walk up and stuff you
Whenever a guile loses his down charge (ie. you are block stringing him and you see him stand up, that was him going for a flash kick), it is a good idea to use the walk up throw/extremely low dive kick mixup since his best option after wasting his down charge is crouch tech or OS crouch tech with some poke. Always watch him and know when he has charge and when he doesn’t, you can make your offense very strong if you know all his options at any given time.
PS - most of what I said vs. sim is applicable vs. guile in terms of mixing up your ways of getting in, because guile’s rush away game vs. rufus is very linear with the exception for his anti-air choices after you jump over a boom. His timing/choice of anti-air is completely dependent on the range you jump from and the timing of your dive kick/j.hp/j.mk/j.rh(oddly enough this seems worthwhile in SOME situations vs. guile). Mix it up and feel out the opponents weaknesses on defense but don’t abuse it.
PPS - Bait flash kicks whenever you can. Guile HAS to guess with flash kicks in this game and its one of his weaknesses. If he didn’t have flashkicks as an option he’d be as easy to stay on as sim, so for him to win this matchup he needs to make use of random flash kicks often without the 2 meter FADC.
For whatever reason I’ve really been enjoying Rufus recently, but I need more than his awesome normals and crazy combos into ultra. What are like the three or four BNB combos I need to memorize to be competitive?
Another important punish combo is cr. mk xx EX GT, for times when you’re too far away for a close hp. Consistency is important, if you do df+mk on accident chances are you’re gonna get blown up.
I am a sim player. I have been attending a lot off offline events. This is the matchup that I CANNOT win. In the hands of a good player, I cannot keep him off me. Sims wake up ex-air flame can trade a dive kick but overall, once rufus is in… he is in.
Im looking to pick up an alternate character to deal with his pressure. Who is his worst matchup? I read a few places that rog and ryu have an advantage. I noticed perfect legend and a few others countered with rog. Any suggestions?
I’d say rog is your best bet because there’s no way you’ll get your ryu at a level to compete with a solid rufus if you’re picking him just as a counter pick.
Maybe they’re your worst matchups, but since U2 and damage nerfs sagat has been massively neutralized and blanka was never a problem for rufus. In fact if the blanka matchup wasn’t 6-4 in rufus’s favour back in vanilla, it certainly is after U2. Blanka’s U2 doesn’t even help him vs. rufus as you can dodge any chip attempts with dive kick into U2 or s.mk and whatever AA U2 could stop, ex up ball already could.
Rog was already Rufus’s worst matchup in vanilla next to gat/ryu and nothing changed in super other than damage nerfs. Bison is also up there as a character you can use to beat rufus, but you need to have a really good bison to stand a chance.
Thing is, you’ll have to work hard your new character to beat a good rufus. IMO, Sagat is still the worst match up by far, but the Sagat has to be very good and make no mistake. The same for Ryu and Dictator. Rog-Rufus is 5-5 but this indeed can be a good counterpick(but if the rufus knows the match up very well, you’re done. Rog is almost like Sim in the corner against Rufus: Destroyed.).
Maybe you should try Cammy. The match up isn’t well known and Cammy has all the tools to annoy Rufus. Cammy-Rufus is like a mirror match except that cammy doesn’t need EX bar for efficient reversal.
I wasn’t sure where to ask this so I’ll ask here: have you guys seen this Rufus glitch where if you do cr.HP as your opponent jumps to the other side, after Rufus retracts his arm suddenly you both switch sides?
yeah it has happened to me tons of times, is kinda weird, like the cpu thinks that because of your hitbox ur on one side, then u return and it “puts” you on the same side u were before. it happens mostly when they predict your cr.hp and jump towards you
I’ve really been having trouble doing the short link into fierce --> hp.GT
is there any good way of memorizing the timing for that link? i only get it like 1/7-ish times but i want to rely on it as a good pressure string more than \
As a follow up to his question to soulfires to do this combo which finger do you guys use for the fierce punch? I’m having to rely on my my weak pinky, but perhaps I just have small hands. Do you guys use your ring finger, or did your pinky just toughen up?
Hopefully this isn’t addressed elsewhere in the threads, but I haven’t seen it. Could anyone with an aptitude for divekicking mind elaborating some of a primer for good divekick pressuring? I get the psychology of it, combo vs throw, the mixup, etc. But I tend to find against good players I’m leaving too many holes, or I’m not aiming my dives properly. It’s hard to identify because against weaker players, I feel like Justin Wong and everything works like magic. So I’m only assuming I’m doing it sub-otimally because some players will jab me out or mash DP or whatever. It’s also not just about them escaping, but also me being able to keep it going when it seems like there might be a fizzle (like I go into jab/shorts and they’re blocked)
Do I want to be aiming at the knees (if not crossing up)? Are there any specific tried and true patterns to get someone flustered? You know, deep dive, sLK, jump and quick dive, throw, etc etc. Or specific things to look out for to know when to go into throw, or re-dive, or whatever? Under the assumption that I’m executing the combos and such fine, can anyone offer some advice to help make my rush down game all that more nasty?
Also, what do you guys like to do after GT is blocked? EX messiah is scrubby, I know, but it does work like a charm online. And I see Wong do a cLp after, which could just sort of hold them in place, or also combo to EX GT if one wanted. Lots of options and I’m sure there’s no “right” answer, just curious what some of you like to do. Thanks!
You want to hit as low as possible, since it gives you more frame advantage. Generally if you’re being jabbed out of a repeated divekick, you should have thrown. S. lk sets up a really great tick throw opportunity, especially since there isn’t any standing up to react to, in comparison to tick throwing with a crouching normal first. The best thing to do when galactic tornado is blocked is the thing your opponent doesn’t anticipate.
Oh, here’s a neat trick involving the followup after a blocked HP GT in the corner, if your opponent is pretty jumpy and you think they may neutral or backwards jump after blocking the GT, perform this option select: cr. lp, st. lp + st. hk. If they are blocking, you get cr. lp, then a far lp which whiffs, but if they jump, you get an anti-air far hk, which combos into EX Snake Strike on most characters, if you time it right it’s a 300 damage punish for being predictable. it doesn’t work on characters with really weird jumps like dhalsim and others.