Just started playing Rufus, and had some noobish questions.
I heard there is a gap with cl.lk chains. how about cl.lk > cl. hp?
How can I learn to link cl.lk > cl. hp? Tried a hell lot of time yet still can’t get even 10%. My links is not good, but I still can manage to do some easier links with other characters.
Some characters like Abel, or Rog will whiffed the short divekick. How should I do?
What is 2-in-1? Is that same as cancel?
Thanks for the time Guys.
Edit:
5. What will you if your Ex. Messiah Kick was blocked? Sometimes lk > FADC felt too expensive isn’t?
I don’t understand are you talking about the link between 2 close shorts? Its simple timing, hit short short but the first with your middle finger then with your pointer finger.
Try close short link to close strong, its a 2 frame link and will help you warm up to short, fierce
The whiff is good sometimes, like do short short divekick ( whiff ) tech throw, now if they start trying to counter the tech throw, do short short divekick and the divekick with hit the tech throw ( usually it’ll hit their cr, short making tbier hitbox easier and usually getting you a counter hit )
I think 2 in 1s are oldschool combos like jump in roundhouse, to like standing strong xx special move
It depends on the character, if its a character with a srk delayed short follow up, or mx it up between the low and high mixup, if they start focusing the forward or roundhouse followup the short followup armor breaks. Also no follow up can throw them off and you can usually get a command throw after.
Short follow up is like-5 frames,forward is like-2 I think and roundhouuse is 0 ( this is all on block ) on hit they oki.
Um In block string I wouldn’t do short,fierce, I believe short is +4. On block and fierce is 8 start up ( I may be wrong I don’t have the frame data on me ) sometimes it works you can do short,fierce xx gt fierce and have them block but hold back so your gt just barley makes them block and at the end of the gt its -1 only. After the gt you can do cr jab which is… 4 frame startup and usually people don’t react right away so you can get a free hit ( or counther hit ) so you’d go… divekick short fierce xx fierce gt, cr jab ( if connects ) xx ex gt, if they block the cr jab do another delayed or divekick.
Option 2 is short, strong which is a frame trap, I believe cl, strong is like 5 or 6 frame start up so again you get a counter hit and you can you short, strong ( counter hit and character depended ) either xx ex gt/xx fierce gt will connect.
Or you can do an instant divekick if they are tech throwing because I believe tech throws beat option one and two, its kinda complicated to explain because it may sound like your reacting to your opponet but really you want to control the pace and have your opponet react to you.
And a delayed short follow up against an srk character is iffy, it will either trade beat it or you will be left open.
I noticed from some recent JP AE vids that Rufus players are jumping over the downed opponent in the corner after a tornado instead of doing followup lp tornado, anyone know why? Is it a new mixup?
You get more time for a mixup because the last hit of fierce gt hits with his palm and you recover before they hit the ground, if you follow up with jab gt you recover after they hit the ground I believe.
U2 is no good considering that its anti air properties are gone. I used it to punish a Blanka ball awhile ago and he bounced right out of it. But due to the Blanka ball distance nerf, it’s easier to use U1 now because on block Blank will be in the range of U1 for big damage.
This is driving me and my two brothers nuts. We are all pretty sure Rufus use to fight while holding his popcorn back in sf4 vanilla and that capcom has since removed that from his look. And I’m not talking about how he was drawn in the vanilla artwork. I’m talking in-game Rufus. Either we are right or we’re all hilariously wrong.
I know its a silly post, but, didn’t he use to fight while holding popcorn?
I still like U2 against blanka. Any horizontal ball can still be punished with it as long as you delay it so it grabs him in his grounded recovery, rather than when he’s still in the air. It’s tricky, but if you set the comp on hardest in training mode, you can work on getting the timing down on reaction.
I don’t know if it’s something I’m doing wrong, but blocked balls don’t seem to be consistently in range for free U1. It seems to usually be a crapshoot.
Use U1, punish with either cr, fierce or fr, fierce sometimes sweep depending on how far blanka lands. You can beat balls with a reaction ex messiah or standing strong. Ex messiah isn’t as recommended though.
I was aware of when best to punish Blanka with U2 yet it felt like his recovery from the specials improved, where it didn’t punish several times (or perhaps a lapse in my gameplay. Better off with U1 unconditionally now anyways). For all the options suggested, sounds best to stay with cr.hp punish in playing it safe, U1 where suitable. Will try st.hp stuff but I expect exacting timing.
Just started seriously playing this fool. Like week 1 stuff here.
Have a few questions:
With his bnb, i seem to miss his hp into gt cancel pretty often. I either buffer the gt too soon and get his cr. fierce or get a really sloppy quarter circle input and the gt just doesn’t come out. Aside from just spending mad time in training mode, any tips? should i do the combo with the stick held back or neutral?
Also: off an ex messiah, i often have the last lk hit get blocked. Should I mash the lk or just hit it once? Seems like on some characters it never gets blocked while others it happens alot. (especially if some of the first hits don’t connect).
Lastly, off a fierce GT, some times i’ll walk forward and do a jumping fierce/roundhouse to try and safe-jump the quick rise. Sometimes i get blown up but other times i safe-jump the reversal. Is this actually a safe-jump?